75 lines
1.8 KiB
Plaintext
75 lines
1.8 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "QFX/SF_VFX/HoloAnim" {
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Properties{
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[HDR]_Color("Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex("Particle Texture", 2D) = "white" {}
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_VertDeformTex("Vert Deform Texture", 2D) = "white" {}
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_Scale ("Scale", Range(0.5,500.0)) = 3.0
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_Speed ("Speed", Range(-50,50.0)) = 1.0
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_Params("Params", Float) = (0.2, 0.5, 0, 0)
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}
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Category{
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Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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Blend SrcAlpha One
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Cull Off Lighting Off ZWrite Off
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SubShader {
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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fixed4 _Color;
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sampler2D _MainTex,_VertDeformTex;
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half _Scale;
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half _Speed;
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fixed4 _Params;
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struct appdata_t {
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float4 position : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 position : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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float4 _MainTex_ST, _VertDeformTex_ST;
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v2f vert(appdata_t v)
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{
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v2f o;
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o.color = v.color;
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o.position = UnityObjectToClipPos(v.position);
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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return o;
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}
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float4 frag(v2f i) : SV_Target
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{
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half2 uv = (i.texcoord) * _Scale;
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half r = sqrt (uv.y*uv.y*_Params.x);
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half z = tan (r+_Time.y*_Speed) / r;
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if (r<_Params.z)
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discard;
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float4 mainTex = tex2D(_MainTex, i.texcoord + z);
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float4 color = i.color * mainTex;
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color.a = saturate(color.a);
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color *= _Color * 0.03;
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color *= frac((uv.x*_Params.y)*_Params.x) * _Params.w;
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return color;
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}
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ENDCG
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}
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}
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}
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} |