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			53 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Plaintext
		
	
		
		
			
		
	
	
			53 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Plaintext
		
	
| 
											2 years ago
										 | Shader "Custom/CharacterTest" | ||
|  | { | ||
|  |     Properties | ||
|  |     { | ||
|  |         _Direction ("Direction", Vector) = (0, 1, 0, 0) | ||
|  |         _Intensity ("Intensity", Range(0.0, 1.0)) = 0.5 | ||
|  |         _MainTex ("Texture", 2D) = "white" {} | ||
|  |     } | ||
|  | 
 | ||
|  |     SubShader | ||
|  |     { | ||
|  |         Tags | ||
|  |         { | ||
|  |             "Queue"="Transparent" "RenderType"="Transparent" | ||
|  |         } | ||
|  |         LOD 100 | ||
|  |         Cull Off | ||
|  |         ZWrite On | ||
|  | 
 | ||
|  |         CGPROGRAM | ||
|  |         #pragma surface surf Lambert | ||
|  | 
 | ||
|  |         sampler2D _MainTex; | ||
|  |         float4 _Direction; | ||
|  |         float _Intensity; | ||
|  | 
 | ||
|  |         struct Input | ||
|  |         { | ||
|  |             float2 uv_MainTex; | ||
|  |         }; | ||
|  | 
 | ||
|  |         void surf(Input IN, inout SurfaceOutput o) | ||
|  |         { | ||
|  |             float2 center = float2(0.5, 0.5); | ||
|  |             float2 dir = normalize(_Direction.xy) * _Intensity; | ||
|  | 
 | ||
|  |             // Stretch the texture along the given direction vector | ||
|  |             float stretch = dot(IN.uv_MainTex - center, _Direction.xy) * _Intensity; | ||
|  |             float2 stretchedUV = (IN.uv_MainTex - center) * float2(stretch, 1.0) + center; | ||
|  | 
 | ||
|  |             fixed4 col = tex2D(_MainTex, stretchedUV); | ||
|  |             if (col.a == 0) | ||
|  |             { | ||
|  |                 discard; | ||
|  |             } | ||
|  |             o.Albedo = col.rgb; | ||
|  |             o.Alpha = col.a; | ||
|  |         } | ||
|  |         ENDCG | ||
|  |     } | ||
|  | 
 | ||
|  |     FallBack "Diffuse" | ||
|  | } |