Created
March 24, 2015 11:51
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MeshMelt vertex shader
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Shader "Custom/MeshMelt2" { | |
Properties { | |
_MainTex ("Texture", 2D) = "white" {} | |
_LavaTex ("LavaTexture", 2D) = "white" {} | |
_Amount ("Extrusion Amount", Range(-1,1)) = 0.5 | |
} | |
SubShader { | |
Tags { "RenderType" = "Opaque" } | |
CGPROGRAM | |
#pragma surface surf Lambert vertex:vert | |
struct Input { | |
float2 uv_MainTex; | |
float4 customColor; | |
}; | |
float _Amount; | |
void vert (inout appdata_full v,out Input o) | |
{ | |
UNITY_INITIALIZE_OUTPUT(Input,o); | |
v.vertex.xyz += v.normal * v.color.a * _Amount; // move in normal direction | |
// v.vertex.xyz += float3(0,1,0) * v.color.a * _Amount; // move down | |
o.customColor = v.color; | |
} | |
sampler2D _MainTex; | |
sampler2D _LavaTex; | |
void surf (Input IN, inout SurfaceOutput o) | |
{ | |
float3 main = tex2D(_MainTex, IN.uv_MainTex).rgb; | |
float2 scroll = float2(_Time.x*0.032f*(1-IN.customColor.a),_Time.y*0.02f*(1-IN.customColor.a)); | |
float3 lava = tex2D(_LavaTex, IN.uv_MainTex+scroll).rgb; | |
float3 c = lerp(lava,main, IN.customColor.a); | |
o.Albedo = c; | |
o.Emission = c*(1-IN.customColor.a); | |
} | |
ENDCG | |
} | |
Fallback "Diffuse" | |
} |
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