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@dotsquid
Last active March 18, 2021 11:55
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[Header(Animation)]
_Velocity ("Velocity", Vector) = (0,0,0,0)
_Amplitude ("Amplitude", Vector) = (0,0,0,0)
_AlphaSpeed ("Alpha Speed", Float) = 0
_AlphaPower ("Alpha Power", Float) = 1
// Noise:
// r - horizontal movement phase shift
// g - alpha animation phase shift
// b - 1.0 - to suppress horizontal movement and alpha animation
// a - unused
out_t Vert(in_t IN)
{
out_t OUT;
UNITY_SETUP_INSTANCE_ID (IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
#ifdef UNITY_INSTANCING_ENABLED
IN.vertex.xy *= _Flip.xy;
#endif
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.noise = IN.color;
float2 sinval = sin(_Time.y * _Velocity + OUT.noise.r * 42.37);
sinval = sinval * sinval * 2.0 - 1.0;
float2 offset = _Amplitude * sinval * (1.0 - step(1.0, OUT.noise.b));
OUT.vertex.xy += offset;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
fixed4 Frag(out_t IN) : SV_Target
{
fixed4 c = SampleSpriteTexture (IN.texcoord);
float offset = IN.noise.g * 37.42 + ceil(IN.texcoord.x * _MainTex_TexelSize.z) * 0.173 + ceil(IN.texcoord.y * _MainTex_TexelSize.w) * 0.631;
float alphaPhase = sin(_Time.y * _AlphaSpeed + offset) * 0.5 + 0.5;
float alpha = alphaPhase * (1.0 - step(1.0, IN.noise.b));
alpha = 1.0 - pow(alpha, _AlphaPower);
c.a *= alpha;
c.rgb *= c.a;
return c;
}
Shader "+SummerCatchers/Vegetation/CrownAnimation"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[Header(Animation)]
_Velocity ("Velocity", Vector) = (0,0,0,0)
_Amplitude ("Amplitude", Vector) = (0,0,0,0)
_AlphaSpeed ("Alpha Speed", Float) = 0
_AlphaPower ("Alpha Power", Float) = 1
[Header(Sprite)]
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
[HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1)
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnitySprites.cginc"
float4 _MainTex_TexelSize;
float2 _Velocity;
float2 _Amplitude;
float _AlphaSpeed;
float _AlphaPower;
struct in_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct out_t
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float4 noise : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
// Noise:
// r - horizontal movement phase shift
// g - alpha animation phase shift
// b - 1.0 - to suppress horizontal movement and alpha animation
// a - unused
out_t Vert(in_t IN)
{
out_t OUT;
UNITY_SETUP_INSTANCE_ID (IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
#ifdef UNITY_INSTANCING_ENABLED
IN.vertex.xy *= _Flip.xy;
#endif
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.noise = IN.color;
float2 sinval = sin(_Time.y * _Velocity + OUT.noise.r * 42.37);
sinval = sinval * sinval * 2.0 - 1.0;
float2 offset = _Amplitude * sinval * (1.0 - step(1.0, OUT.noise.b));
OUT.vertex.xy += offset;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
fixed4 Frag(out_t IN) : SV_Target
{
fixed4 c = SampleSpriteTexture (IN.texcoord);
float offset = IN.noise.g * 37.42 + ceil(IN.texcoord.x * _MainTex_TexelSize.z) * 0.173 + ceil(IN.texcoord.y * _MainTex_TexelSize.w) * 0.631;
float alphaPhase = sin(_Time.y * _AlphaSpeed + offset) * 0.5 + 0.5;
float alpha = alphaPhase * (1.0 - step(1.0, IN.noise.b));
alpha = 1.0 - pow(alpha, _AlphaPower);
c.a *= alpha;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
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