Shader "StudioMaron/PsylliumAudience" { Properties { [Header(_____________________________________________________________________________________________)] [Header(Rendering)] [Space(10)] [KeywordEnum(Off, Front, Back)] _Cull(" Cull Mode", Int) = 2 [Header(_____________________________________________________________________________________________)] [Header(Base)] [Space(10)] _Color(" Color", Color) = (1,1,1,1) _MainTex(" Main Texture", 2D) = "white"{} _Cutoff (" Alpha Cutoff", Range(0, 1)) = 0.5 [Header(Emission)] [Space(10)] [HDR]_EmissionColor(" Emission Color", Color) = (0,0,0,1) _EmissionMask(" Emission Mask", 2D) = "white"{} _EmissionIntensity (" Emission Intensity", Float) = 1 [Header(_____________________________________________________________________________________________)] [Header(Jump)] [Space(10)] [KeywordEnum(Auto, Manual)] _JumpMode(" Jump Mode" , Float) = 0 _JumpHeight (" Jump Height", Range(0, 1)) = 0.1 _JumpInterval (" Auto: Interval", Float) = 0.6 _JumpIntervalOffset (" Auto: Interval Offset", Range(0, 1)) = 0.0 _JumpControl (" Manual: Control", Range(0, 1)) = 0.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { Cull[_Cull] CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #define PI 3.141592658979 struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; float _Cutoff; sampler2D _EmissionMask; float4 _EmissionColor; float _EmissionIntensity; float _JumpMode; float _JumpHeight; float _JumpInterval; float _JumpIntervalOffset; float _JumpControl; v2f vert (appdata v) { v2f o; float4 worldPos = mul(unity_ObjectToWorld, v.vertex); // ローカル空間 → ワールド空間 //////////////////////////////////////////////////////// // Jump //////////////////////////////////////////////////////// float jumpHeight = _JumpHeight; float jumpInterval = _JumpIntervalOffset + PI * _Time.y / _JumpInterval; float jumpControl =_JumpControl; switch(_JumpMode) { case 0: // Auto worldPos.y += jumpHeight * abs(sin(jumpInterval)); break; case 1: // Manual worldPos.y += jumpHeight * jumpControl; break; } float4 viewPos = mul(UNITY_MATRIX_V, worldPos); // ワールド空間 → ビュー空間 float4 clipPos = mul(UNITY_MATRIX_P, viewPos); // ビュー空間 → クリップ空間 o.vertex = clipPos; o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } float4 frag (v2f i) : SV_Target { // sample the texture float4 col = tex2D(_MainTex, i.uv); clip(col.a - _Cutoff); col *= _Color; float4 emission = tex2D(_EmissionMask, i.uv) * _EmissionColor * _EmissionIntensity; col = lerp(col, emission, saturate(_EmissionIntensity)); // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }