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zzwater/Assets/AssetsPackage/art/shader/URPwind.shader
2024-07-09 20:19:43 +08:00

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Shader "Custom/LeafWindShaderWithDisplacement"
{
Properties
{
[NoScaleOffset] _MainTex ("Texture", 2D) = "white" {}
[HDR] _Color ("Color", Color) = (1, 1, 1, 1)
_ShakeAmplitude ("Shake Amplitude", Range(0, 0.5)) = 0.1
_ShakeSpeed ("Shake Speed", Range(0, 5)) = 1
_ShakeX ("Shake X", Range(-1, 1)) = 0
_ShakeY ("Shake Y", Range(-1, 1)) = 0
_ShakeZ ("Shake Z", Range(-1, 1)) = 0
_Alpha ("Alpha", Range(0, 1)) = 1
_VertexDisplacementRandomness ("Vertex Displacement Randomness", Range(0, 1)) = 0.1
_VertexDisplacementLag ("Vertex Displacement Lag", Range(0, 1)) = 0.1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _Color;
float _ShakeAmplitude;
float _ShakeSpeed;
float _ShakeX;
float _ShakeY;
float _ShakeZ;
float _Alpha;
float _VertexDisplacementRandomness;
float _VertexDisplacementLag;
v2f vert (appdata_t v)
{
v2f o;
// Apply vertex shaking
float displacementFactor = 1.0 - _VertexDisplacementRandomness + _VertexDisplacementRandomness * (1 - 2 * frac(_Time.y * _VertexDisplacementLag + v.vertex.x * 0.1));
float3 shakeOffset = float3(_ShakeX, _ShakeY, _ShakeZ) * _ShakeAmplitude * sin(_Time.y * _ShakeSpeed + v.vertex.x * 0.1) * displacementFactor;
v.vertex.xyz += shakeOffset;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
clip(col.a - 0.1);
if (col.a < _Alpha)
{
discard;
}
return col;
}
ENDCG
}
}
}