56 lines
1.3 KiB
Plaintext
56 lines
1.3 KiB
Plaintext
Shader "Custom/Explosion"
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{
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Properties
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{
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_RampTex ("Color Ramp", 2D) = "white" {}
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_DispTex ("Displacement Texture", 2D) = "gray" {}
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_Displacement ("Displacement", Range(0, 1.0)) = 0.1
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_ChannelFactor ("ChannelFactor (r,g,b)", Vector) = (1,0,0)
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_Range ("Range (min,max)", Vector) = (0,0.5,0)
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_ClipRange ("ClipRange [0,1]", float) = 0.8
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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Cull Off
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LOD 300
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CGPROGRAM
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#pragma surface surf Lambert vertex:disp nolightmap
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#pragma target 3.0
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#pragma glsl
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sampler2D _DispTex;
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float _Displacement;
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float3 _ChannelFactor;
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float2 _Range;
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float _ClipRange;
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struct Input
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{
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float2 uv_DispTex;
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};
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void disp (inout appdata_full v)
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{
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float3 dcolor = tex2Dlod (_DispTex, float4(v.texcoord.xy,0,0));
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float d = (dcolor.r*_ChannelFactor.r + dcolor.g*_ChannelFactor.g + dcolor.b*_ChannelFactor.b);
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v.vertex.xyz += v.normal * d * _Displacement;
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}
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sampler2D _RampTex;
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void surf (Input IN, inout SurfaceOutput o)
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{
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float3 dcolor = tex2D (_DispTex, IN.uv_DispTex);
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float d = (dcolor.r*_ChannelFactor.r + dcolor.g*_ChannelFactor.g + dcolor.b*_ChannelFactor.b) * (_Range.y-_Range.x) + _Range.x;
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clip (_ClipRange-d);
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half4 c = tex2D (_RampTex, float2(d,0.5));
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o.Albedo = c.rgb;
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o.Emission = c.rgb*c.a;
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}
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ENDCG
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}
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FallBack "Diffuse"
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} |