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_RotateWidth("Shake Width", float) = .5 + } + SubShader + { + Tags { "RenderType"="Opaque" "DisableBatching" = "True"} + LOD 100 + + Pass + { + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + // make fog work + #pragma multi_compile_fog + + //GPU INstancing + #pragma multi_compile_instancing + #pragma instancing_options procedural:vertInstancingSetup + + + #include "UnityCG.cginc" + #include "UnityStandardParticleInstancing.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float2 uv : TEXCOORD0; + UNITY_FOG_COORDS(1) + float4 vertex : SV_POSITION; + float4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + float4 _MainColor; + float _RotateSpeed; + float _RotateOffset; + float _RotateWidth; + + float3 vertexRotateX(float a, float3 vertex) + { + float y = vertex.y * cos(a) - vertex.z * sin(a); + float z = vertex.z * cos(a) + vertex.y * sin(a); + return float3(vertex.x, y, z); + } + + float ease_out_sine(float x) { + float t = x; float b = 0; float c = 1; float d = 1; + return c * sin(t/d * (3.14159265359/2)) + b; + } + + v2f vert (appdata v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + o.color = v.color; + vertInstancingColor(o.color); + o.color.rgb = min(1, o.color.rgb); //一部端末でエラー抑制 + + float randCol = o.color.w; + + // o.color.wのparticle側の値が0.9~1.0くらいなので1~0の値に補正 + float randCol10x = (1 - o.color.w) * 10; + randCol10x = saturate(randCol10x); + + //ペンライトの振り方をランダムに変える + float angle1 = sin((_Time.y + randCol) * _RotateSpeed) + 1. * .5; + float angle2 = ease_out_sine((sin((_Time.y + randCol) * _RotateSpeed) + 1.) *.5); + float angleMix = lerp(angle1, angle2, randCol10x); + angleMix = lerp(angle1, angleMix, .5); //振り方をangle1寄りにする + angleMix = (angleMix - _RotateOffset) * _RotateWidth; + o.vertex.xyz = vertexRotateX(angleMix, v.vertex); + + o.vertex = UnityObjectToClipPos(o.vertex); + + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + vertInstancingUVs(v.uv, o.uv); + + + + + UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(i); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + + + float4 col = _MainColor * i.color; + + // apply fog + UNITY_APPLY_FOG(i.fogCoord, col); + return col; + } + ENDCG + } + } +} diff --git a/Assets/ResourcesData/Etc/Particle/NoribenLunch/noribenPenLights/Shaders/noribenPenlights.shader.meta b/Assets/ResourcesData/Etc/Particle/NoribenLunch/noribenPenLights/Shaders/noribenPenlights.shader.meta new file mode 100644 index 00000000..69e0ff14 --- /dev/null +++ b/Assets/ResourcesData/Etc/Particle/NoribenLunch/noribenPenLights/Shaders/noribenPenlights.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 68513827c34f5b047bbc78be5439087e +ShaderImporter: + externalObjects: {} + defaultTextures: [] 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