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A Unity shader for Fortnite Construction Procedural Animation
/*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 "BitshiftProgrammer/SurfaceFortnite" // Goto www.bitshiftprogrammer.com for more
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
[HideInInspector]_MainTex("Main texture", 2D) = "white"{}
_ActualTex("Actual Texture", 2D) = "white"{}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Placement("Placement value", Range(-0.0, 100.0)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows vertex:vert addshadow
#pragma target 3.0
sampler2D _ActualTex;
sampler2D _MainTex;
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _Placement;
struct Input
{
float2 uv_MainTex; // UV co-ordinates for our timing & rotation about z-axis
float2 uv2_ActualTex; // 2nd UV co-ordinate used for the actual texturing purposes
float4 color : COLOR; // Vertex color
};
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
float3 ConvertToDir(float3 val)
{
val.x = lerp(-val.x * 2, (val.x - 0.5) * 2, step(0.5, val.x));
val.y = lerp(-val.y * 2, (val.y - 0.5) * 2, step(0.5, val.y));
val.z = lerp(-val.z * 2, (val.z - 0.5) * 2, step(0.5, val.z));
val = normalize(val);
return val;
}
float4 RotateAroundZInDegrees (float4 vertex, float degrees)
{
float angle = radians(degrees);
float c = cos(angle);
float s = sin(angle);
float4x4 rotateZMatrix = float4x4( c, -s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
return mul(vertex , rotateZMatrix);
}
void vert (inout appdata_full v)
{
float val = max((_Placement - v.texcoord.x * 100), 0);
v.vertex = RotateAroundZInDegrees(v.vertex, val * v.texcoord.y * 100);
v.vertex.xyz += ConvertToDir(v.color.xyz) * val;
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D (_ActualTex, IN.uv2_ActualTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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