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@baobao
Created December 15, 2016 00:52
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Shader "Template"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 frag (v2f_img i) : SV_Target
{
fixed2 resolution = _ScreenParams;
fixed2 position = (i.uv*resolution / resolution.xy );
float time = _Time * 30;
fixed color = 0.0;
color += sin( position.x * cos( time / 15.0 ) * 80.0 ) + cos( position.y * cos( time / 15.0 ) * 10.0 );
color += sin( position.y * sin( time / 10.0 ) * 40.0 ) + cos( position.x * sin( time / 25.0 ) * 40.0 );
color += sin( position.x * sin( time / 5.0 ) * 10.0 ) + sin( position.y * sin( time / 35.0 ) * 80.0 );
color *= sin( time / 10.0 ) * 0.5;
return fixed4(color, color * 0.5, sin(color + time / 3.0) * 0.75, 1.0);
}
ENDCG
}
}
}
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