125 lines
4.0 KiB
GLSL
125 lines
4.0 KiB
GLSL
Shader "StudioMaron/PsylliumAudience"
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{
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Properties
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{
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[Header(_____________________________________________________________________________________________)]
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[Header(Rendering)]
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[Space(10)]
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[KeywordEnum(Off, Front, Back)] _Cull(" Cull Mode", Int) = 2
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[Header(_____________________________________________________________________________________________)]
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[Header(Base)]
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[Space(10)]
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_Color(" Color", Color) = (1,1,1,1)
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_MainTex(" Main Texture", 2D) = "white"{}
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_Cutoff (" Alpha Cutoff", Range(0, 1)) = 0.5
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[Header(Emission)]
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[Space(10)]
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[HDR]_EmissionColor(" Emission Color", Color) = (0,0,0,1)
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_EmissionMask(" Emission Mask", 2D) = "white"{}
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_EmissionIntensity (" Emission Intensity", Float) = 1
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[Header(_____________________________________________________________________________________________)]
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[Header(Jump)]
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[Space(10)]
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[KeywordEnum(Auto, Manual)] _JumpMode(" Jump Mode" , Float) = 0
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_JumpHeight (" Jump Height", Range(0, 1)) = 0.1
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_JumpInterval (" Auto: Interval", Float) = 0.6
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_JumpIntervalOffset (" Auto: Interval Offset", Range(0, 1)) = 0.0
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_JumpControl (" Manual: Control", Range(0, 1)) = 0.0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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Cull[_Cull]
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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#define PI 3.141592658979
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Color;
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float _Cutoff;
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sampler2D _EmissionMask;
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float4 _EmissionColor;
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float _EmissionIntensity;
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float _JumpMode;
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float _JumpHeight;
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float _JumpInterval;
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float _JumpIntervalOffset;
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float _JumpControl;
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v2f vert (appdata v)
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{
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v2f o;
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float4 worldPos = mul(unity_ObjectToWorld, v.vertex); // <20><><EFBFBD>[<5B>J<EFBFBD><4A><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>[<5B><><EFBFBD>h<EFBFBD><68><EFBFBD><EFBFBD>
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////////////////////////////////////////////////////////
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// Jump
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////////////////////////////////////////////////////////
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float jumpHeight = _JumpHeight;
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float jumpInterval = _JumpIntervalOffset + PI * _Time.y / _JumpInterval;
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float jumpControl =_JumpControl;
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switch(_JumpMode)
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{
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case 0: // Auto
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worldPos.y += jumpHeight * abs(sin(jumpInterval));
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break;
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case 1: // Manual
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worldPos.y += jumpHeight * jumpControl;
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break;
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}
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float4 viewPos = mul(UNITY_MATRIX_V, worldPos); // <20><><EFBFBD>[<5B><><EFBFBD>h<EFBFBD><68><EFBFBD><EFBFBD> <20><> <20>r<EFBFBD><72><EFBFBD>[<5B><><EFBFBD><EFBFBD>
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float4 clipPos = mul(UNITY_MATRIX_P, viewPos); // <20>r<EFBFBD><72><EFBFBD>[<5B><><EFBFBD><EFBFBD> <20><> <20>N<EFBFBD><4E><EFBFBD>b<EFBFBD>v<EFBFBD><76><EFBFBD><EFBFBD>
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o.vertex = clipPos;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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float4 frag (v2f i) : SV_Target
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{
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// sample the texture
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float4 col = tex2D(_MainTex, i.uv);
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clip(col.a - _Cutoff);
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col *= _Color;
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float4 emission = tex2D(_EmissionMask, i.uv) * _EmissionColor * _EmissionIntensity;
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col = lerp(col, emission, saturate(_EmissionIntensity));
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// apply fog
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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}
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