2026-02-27 22:54:56 +09:00

125 lines
4.0 KiB
GLSL
Raw Blame History

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); // <20><><EFBFBD>[<5B>J<EFBFBD><4A><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>[<5B><><EFBFBD>h<EFBFBD><68><EFBFBD><EFBFBD>
////////////////////////////////////////////////////////
// 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); // <20><><EFBFBD>[<5B><><EFBFBD>h<EFBFBD><68><EFBFBD><EFBFBD> <20><> <20>r<EFBFBD><72><EFBFBD>[<5B><><EFBFBD><EFBFBD>
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>
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
}
}
}