Created
December 4, 2018 05:36
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Vertex Shader Butterfly
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Shader "Unlit/Butterfly_ForWeb"{ | |
Properties{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Cull Off | |
Pass{ | |
CGPROGRAM | |
#pragma vertex vert | |
#define PI 3.14 | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
v2f vert (appdata v){ | |
v2f o; | |
v.vertex.y += sin(_Time.w) * (sin(v.uv * PI)-1.0); | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target{ | |
// sample the texture | |
fixed4 col = tex2D(_MainTex, i.uv); | |
clip(col.a - 0.1); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} | |
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