You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
92 lines
2.1 KiB
Plaintext
92 lines
2.1 KiB
Plaintext
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"
|
|
}
|