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71 lines
1.9 KiB
Plaintext
71 lines
1.9 KiB
Plaintext
Shader "QO/Effect/Wave"
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{
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Properties
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{
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_tex0("_tex0 : Original Image (RGBA)", 2D) = "white" {}
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_tex1("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
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_power("_power : Wave Power", Float) = 0
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_count("_count : Go Return Count", Float) = 0
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_time("_time : Time Rate (0 to 1)", Range(0,1)) = 0
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}
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SubShader
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{
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LOD 200
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Tags { "QUEUE" = "Transparent" "RenderType" = "Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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Lighting Off
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Pass
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{
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ZTest Always ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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uniform sampler2D _tex0;
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uniform sampler2D _tex1;
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uniform float _count;
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uniform float _power;
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uniform float _time;
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fixed4 frag(v2f_img i) :COLOR
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{
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float sin_omega_6 = sin((_time * 3.14159));
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float theta_5 = (((sin_omega_6 * 3.14159) * (_count * 2.0)) * (0.5 - i.uv.y));
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float tmpvar_9 = cos(theta_5);
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float wave_4 = ((tmpvar_9 * sin_omega_6) * _power);
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float tmpvar_11 = (i.uv.x + wave_4);
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float2 tmpvar_12 = float2(tmpvar_11, i.uv.y);
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float check1_3 = float((-0.01 >= tmpvar_11));
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float check2_2 = float((-0.01 >= (1.0 - tmpvar_11)));
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float tmpvar_15 = float((0.0 >= (check1_3 + check2_2)));
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float4 tmpvar_16 = tex2D (_tex0, tmpvar_12);
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float4 tmpvar_17 = float4(tmpvar_16.x, tmpvar_16.y, tmpvar_16.z, (1.0 - _time));
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float4 t0_1 = tmpvar_17;
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float4 tmpvar_18 = tex2D (_tex1, tmpvar_12);
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float4 tmpvar_19 = float4(tmpvar_18.x, tmpvar_18.y, tmpvar_18.z, (1.0 - t0_1.w));
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float3 tmpvar_20_xyz = (((t0_1.xyz * t0_1.w) + (tmpvar_19.xyz * tmpvar_19.w)) * tmpvar_15);
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float tmpvar_20_w = (t0_1.w + tmpvar_19.w);
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float4 tmpvar_20 = float4(tmpvar_20_xyz.x, tmpvar_20_xyz.y, tmpvar_20_xyz.z, tmpvar_20_w);
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return tmpvar_20;
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}
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ENDCG
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}
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}
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FallBack off
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} |