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