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@rondreas
Created October 11, 2018 09:47
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Vertex displacement shader to simulate wind.
Shader "Custom/VertexWind" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
_Normal("Normal Map", 2D) = "bump" {}
_CutOff("Alpha Cutoff", Range(0, 1)) = 0.5
_WindDirection("Wind Direction", Vector) = (1,0,0,0)
_WindForce("Wind Force", Float) = 0.2
_WindSpeed("Wind Speed", Float) = 10.0
_AlphaWindSpeed("Wind Alpha Speed", Float) = 6.0
_WindFrequency("Wind Frequency", Float) = 0.2
_AlphaWindFrequency("Alpha Wind Frequency", Float) = 10
}
SubShader {
Tags { "RenderType"="TransparentCutout" "Queue"="AlphaTest" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard addshadow vertex:vert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float4 POSITION;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
sampler2D _Normal;
half _Cutoff;
float4 _WindDirection;
float _WindForce;
float _WindSpeed;
float _AlphaWindSpeed;
float _WindFrequency;
float _AlphaWindFrequency;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void vert(inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
float4 vertexWorldPosition = mul(unity_ObjectToWorld, v.vertex);
float4 windDistance = float4(vertexWorldPosition.xyz, 0) - _WindDirection;
float4 windDirection = float4(_WindForce.xxx, 0) * normalize(windDistance);
// Main Wind
float windSpeed = _WindSpeed * _Time;
float windAmplitude = length(windDistance) / _WindFrequency;
float windStrength = sin(windSpeed + windAmplitude);
// Alpha wind
float alphaWindSpeed = _AlphaWindSpeed * _Time;
float alphaWindAmplitude = length(windDistance) / _AlphaWindFrequency;
float alphaWindStrength = sin(alphaWindSpeed + alphaWindAmplitude);
// TODO: Give users access to alter windShift, possibly set it's frequency and phaseshift
// Remap sin of time (-1 -> 1) to a value 0 -> 1
float windShift = (((sin(_Time) - -1) * 1) / 2);
float4 finalOffset = windDirection * lerp(windStrength, alphaWindStrength, windShift);
finalOffset = v.color * finalOffset;
finalOffset = v.vertex + mul(unity_WorldToObject, finalOffset);
v.vertex = finalOffset;
}
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
clip(c.a - _Cutoff);
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Normal = UnpackNormal(tex2D(_Normal, IN.uv_MainTex));
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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