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February 13, 2020 19:12
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Shader for showing a drink with various fill levels in Unity. Instancing enabled.
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Shader "Unlit/DrinkShader" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Texture", 2D) = "white" {} | |
[PerRendererData] _FillTex("FillTexture", 2D) = "white" {} | |
[PerRendererData] _FillAmount("Fill", Range(0.0,1.0)) = 1.0 | |
[HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1) | |
[MaterialToggle] PixelSnap("Pixel Snap", Float) = 0 | |
} | |
SubShader | |
{ | |
Tags { | |
"Queue" = "Transparent" | |
"IgnoreProjector" = "True" | |
"RenderType" = "Transparent" | |
"PreviewType" = "Plane" | |
"CanUseSpriteAtlas" = "True" | |
} | |
Cull Off | |
Lighting Off | |
ZWrite Off | |
Blend SrcAlpha OneMinusSrcAlpha | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma target 2.0 | |
#pragma multi_compile_instancing | |
#pragma multi_compile_local _ PIXELSNAP_ON | |
#include "UnityCG.cginc" | |
#ifndef UNITY_SPRITES_INCLUDED | |
#define UNITY_SPRITES_INCLUDED | |
#ifdef UNITY_INSTANCING_ENABLED | |
UNITY_INSTANCING_BUFFER_START(PerDrawSprite) | |
UNITY_DEFINE_INSTANCED_PROP(fixed4, unity_SpriteRendererColorArray) | |
UNITY_DEFINE_INSTANCED_PROP(fixed2, unity_SpriteFlipArray) | |
UNITY_INSTANCING_BUFFER_END(PerDrawSprite) | |
#define _RendererColor UNITY_ACCESS_INSTANCED_PROP(PerDrawSprite, unity_SpriteRendererColorArray) | |
#define _Flip UNITY_ACCESS_INSTANCED_PROP(PerDrawSprite, unity_SpriteFlipArray) | |
#endif | |
UNITY_INSTANCING_BUFFER_START(MyProps) | |
UNITY_DEFINE_INSTANCED_PROP(float, _FillAmount) | |
UNITY_INSTANCING_BUFFER_END(MyProps) | |
CBUFFER_START(UnityPerDrawSprite) | |
#ifndef UNITY_INSTANCING_ENABLED | |
fixed4 _RendererColor; | |
fixed2 _Flip; | |
#endif | |
CBUFFER_END | |
// Material Color | |
fixed4 _Color; | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float4 color : COLOR; | |
float2 uv : TEXCOORD0; | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
fixed4 color : COLOR; | |
float2 uv : TEXCOORD0; | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
}; | |
inline float4 UnityFlipSprite(in float3 pos, in fixed2 flip) | |
{ | |
return float4(pos.xy * flip, pos.z, 1.0); | |
} | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
UNITY_SETUP_INSTANCE_ID(v); | |
UNITY_TRANSFER_INSTANCE_ID(v, o); | |
o.vertex = UnityFlipSprite(v.vertex, _Flip); | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
o.color = v.color * _Color * _RendererColor; | |
#ifdef PIXELSNAP_ON | |
o.vertex = UnityPixelSnap(o.vertex); | |
#endif | |
return o; | |
} | |
sampler2D _MainTex; | |
sampler2D _FillTex; | |
fixed4 frag(v2f i) : SV_Target | |
{ | |
UNITY_SETUP_INSTANCE_ID(i); | |
fixed4 mainCol = tex2D(_MainTex, i.uv); | |
fixed4 fillCol = tex2D(_FillTex, i.uv); | |
// TODO: way to do this without branching? does it matter? | |
if (i.uv.y > UNITY_ACCESS_INSTANCED_PROP(MyProps, _FillAmount)) | |
return mainCol; | |
return fillCol; | |
} | |
#endif // UNITY_SPRITES_INCLUDED | |
ENDCG | |
} | |
} | |
} |
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