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Fast UI Jiggle shader for Unity
/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer
Legal Stuff:
This code is free to use no restrictions but attribution would be appreciated.
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/
Shader "BitshiftProductions/Fast-UI-Jiggle"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_WobblesPerSecond("Wobbles per Second ", Float) = 1
_WobblePeriod("Wobble Period (pixels)", Float) = 1
_WobbleAmplitude("Wobble Amplitude (pixels)", Float) = 0.03
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float _WobblesPerSecond;
float _WobblePeriod;
float _WobbleAmplitude;
#define PI 3.14159
#define TWO_PI 6.28318
v2f vert(appdata_t IN)
{
v2f OUT;
float4 worldPos = IN.vertex;
worldPos.y += sin((_Time.y + frac(worldPos.x)) * _WobblesPerSecond * TWO_PI + worldPos.x / _WobblePeriod) * _WobbleAmplitude;
worldPos.x += cos((_Time.y + frac(worldPos.x)) * _WobblesPerSecond * TWO_PI + worldPos.x / _WobblePeriod) * _WobbleAmplitude;
OUT.vertex = UnityObjectToClipPos(worldPos);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
#endif
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
return (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
}
ENDCG
}
}
}
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