Aetheria/Assets/Shaders/Brushes/LinearWaveBrush.shader
Reinier Vens d12d7c5c45 Initial ARPG Port
ARPG scene assets from old project are now correctly visualizing sectors generated by ZoneGenerator and updated by GameContext
2020-11-27 22:47:33 +00:00

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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
}
}
}
}