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Shader "Custom/SquishyDeform" {
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Metallic("Metallic/Smoothness", 2D) = "white" {}
_Normal("Normal", 2D) = "bump" {}
_Deform("Deform Factor", Range(0,1)) = 0
_PinchDeform("Pinch Deform Factor", Range(0,1)) = 0
_Rough("Deform Roughness", Range(0,1)) = 0.1
_Goo("Goo Texture", 2D) = "white" {}
_ColorA ("Goo Color A", Color) = (1,1,1,1)
_ColorB("Goo Color B", Color) = (1,0,0,1)
_GooN("Goo Flow", 2D) = "bump" {}
_Flow("Flow Speed", Vector) = (0,1,0,-1)
_FlowFac("Flow Factor", Range(-1,1)) = 1
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
#include "Tessellation.cginc"
struct appdata {
float4 vertex : POSITION;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
sampler2D _Metallic;
sampler2D _Normal;
sampler2D _Goo;
sampler2D _GooN;
struct Input {
float2 uv_MainTex;
float2 uv_Goo;
float2 uv_GooN;
float4 col : COLOR;
};
half _Deform;
half _PinchDeform;
half _Rough;
fixed4 _ColorA;
fixed4 _ColorB;
half4 _Flow;
half _FlowFac;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 goo = _ColorA;
half t = _Time.r;
float2 goon = UnpackNormal(tex2D(_GooN, IN.uv_GooN + float2(t*_Flow.x, _Time.r * _Flow.y)));
half gool = tex2D(_Goo, IN.uv_Goo + float2(t*_Flow.z, t* _Flow.w) + goon * _FlowFac);
goo = lerp(goo, _ColorB, gool);
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
half def = lerp(saturate(_Deform)* saturate(pow(IN.col.r, 0.4)),1, saturate(_PinchDeform)* saturate(pow(IN.col.g, 0.4))) ;
o.Albedo = lerp(c.rgb,goo,def);
o.Normal = UnpackNormal(tex2D(_Normal, IN.uv_MainTex));
fixed4 ms = tex2D(_Metallic, IN.uv_MainTex);
o.Metallic = ms.r;
o.Smoothness = lerp(ms.a, 1-_Rough, def);
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}