ARPG scene assets from old project are now correctly visualizing sectors generated by ZoneGenerator and updated by GameContext
79 lines
1.5 KiB
Text
79 lines
1.5 KiB
Text
Shader "Brushes/Linear Wave Brush" {
|
|
Properties {
|
|
_Depth ("Depth", Float) = 0.5
|
|
_Power("Envelope Power", Float) = 1.25
|
|
_Frequency("Frequency", Float) = 2
|
|
_Phase("Phase", Float) = 6.2832
|
|
}
|
|
|
|
Category {
|
|
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
|
|
Blend One One
|
|
ColorMask RGB
|
|
Cull Off Lighting Off ZWrite Off
|
|
|
|
SubShader {
|
|
Pass {
|
|
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma target 2.0
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
float _Depth;
|
|
float _Power;
|
|
float _Frequency;
|
|
float _Phase;
|
|
|
|
struct appdata_t {
|
|
float4 vertex : POSITION;
|
|
fixed4 color : COLOR;
|
|
float2 texcoord : TEXCOORD0;
|
|
};
|
|
|
|
struct v2f {
|
|
float4 vertex : SV_POSITION;
|
|
fixed4 color : COLOR;
|
|
float2 texcoord : TEXCOORD0;
|
|
};
|
|
|
|
float4 _MainTex_ST;
|
|
|
|
v2f vert (appdata_t v)
|
|
{
|
|
v2f o;
|
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
|
o.color = v.color;
|
|
o.texcoord = v.texcoord;
|
|
return o;
|
|
}
|
|
|
|
float almostIdentity(float x, float m, float n)
|
|
{
|
|
if (x>m) return x;
|
|
|
|
const float a = 2.0f*n - m;
|
|
const float b = 2.0f*m - 3.0f*n;
|
|
const float t = x / m;
|
|
|
|
return (a*t + b)*t*t + n;
|
|
}
|
|
|
|
float powerPulse( float x, float power )
|
|
{
|
|
x = saturate(abs(x));
|
|
return pow((x + 1.0f) * (1.0f - x), power);
|
|
}
|
|
|
|
fixed4 frag (v2f i) : SV_Target
|
|
{
|
|
float dist = length(i.texcoord - float2(.5,.5));
|
|
return _Depth * powerPulse(dist * 2,_Power) * cos((i.texcoord.y-.5)*_Frequency+_Phase);
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
}
|
|
}
|