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An animated fish shader written for use in 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 of this stuff is not my responsibility*/
Shader "BitShiftProgrammer/AnimatedFish"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_EffectRadius("Wave Effect Radius",Range(0.0,1.0)) = 0.5
_WaveSpeed("Wave Speed", Range(0.0,100.0)) = 3.0
_WaveHeight("Wave Height", Range(0.0,30.0)) = 5.0
_WaveDensity("Wave Density", Range(0.0001,1.0)) = 0.007
_Yoffset("Y Offset",Float) = 0.0
_Threshold("Threshold",Range(0,30)) = 3
_StrideSpeed("Stride Speed",Range(0.0,10.0)) = 2.0
_StrideStrength("Stride Strength", Range(0.0,20.0)) = 3.0
_MoveOffset("Move Offset",Float) = 0.0
}
SubShader
{
Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
half _EffectRadius;
half _WaveSpeed;
half _WaveHeight;
half _WaveDensity;
half _Yoffset;
int _Threshold;
half _StrideSpeed;
half _StrideStrength;
half _MoveOffset;
v2f vert (appdata v)
{
v2f o;
half sinUse = sin(-_Time.y * _WaveSpeed + _MoveOffset + v.vertex.y * _WaveDensity);
half yValue = v.vertex.y - _Yoffset;
half yDirScaling = clamp(pow(yValue * _EffectRadius,_Threshold),0.0,1.0);
v.vertex.x = v.vertex.x + sinUse * _WaveHeight* yDirScaling;
v.vertex.x = v.vertex.x + sin(-_Time.y * _StrideSpeed + _MoveOffset) * _StrideStrength;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex,i.uv);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
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