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@thelucre
Created March 17, 2017 04:16
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Shader "Custom/ModulusDiscardSizing" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
// vertex input: position, second UV
struct appdata {
float4 vertex : POSITION;
float4 texcoord1 : TEXCOORD1;
};
struct v2f {
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
};
v2f vert (appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex );
o.uv = float4( v.texcoord1.xy, 0, 0 );
return o;
}
half4 frag( v2f i ) : SV_Target {
half4 c = frac( i.uv );
float4 n = i.uv * (100.0 + (1.0+_SinTime[3])*10.0);
if(any(n%20 > (1.0+_SinTime[3]) * 10.0)) { discard; }
return c;
}
ENDCG
}
}
FallBack "Diffuse"
}
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