User:Baozhenliang/Destabilize
Appearance
GrassDestabilizeShader.shader
Shader "Game/Grass/Destabilize"
{
Properties {
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_TimeScale ("Time Scale", float) = 0.1
}
SubShader {
Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
LOD 100
Lighting Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
float _TimeScale;
v2f vert (appdata_t v)
{
v2f o;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
float y = o.texcoord.y;
float3 dir = ObjSpaceViewDir(v.vertex);
v.vertex.xyz += sin(_Time.y) * y * _TimeScale;
v.vertex.xyz += dir * _TimeScale;
o.vertex = UnityObjectToClipPos(v.vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
clip(col.a - _Cutoff);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}