batteryDiagnosis/Assets/3rdParty/Sci-Fi VFX/Shaders/SF_VFX_HoloSimple.shader

74 lines
1.5 KiB
Plaintext

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "QFX/SF_VFX/HoloSimple" {
Properties{
[HDR]_Color("Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex("Main Texture", 2D) = "white" {}
[Toggle(ORIENTATION)]
_Orientation ("Orientation", Float) = 0
}
Category{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha One
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGINCLUDE
float hash( float n ) { return frac(sin(n)*753.5453123); }
ENDCG
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature ORIENTATION
#include "UnityCG.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
struct appdata_t {
fixed4 pos : POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct v2f {
fixed4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
};
v2f vert(appdata_t v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.pos);
o.uv = TRANSFORM_TEX(v.uv,_MainTex);
o.color = v.color;
return o;
}
float4 frag(v2f i) : SV_Target
{
float main = tex2D(_MainTex, i.uv);
float o;
#ifdef ORIENTATION
o = i.pos.x;
#else
o = i.pos.y;
#endif
float h = hash(o * _Time.y);
return h * main * _Color * 0.7;
}
ENDCG
}
}
}
}