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68 lines
2.2 KiB
Plaintext
68 lines
2.2 KiB
Plaintext
Shader "Custom/WaterWave"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {} // Main texture property
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_WaveHeight ("Wave Height", Range(0, 0.2)) = 0.05 // Height of the wave effect
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_Speed ("Wave Speed", Range(0, 5.0)) = 2.0 // Speed of the wave movement
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_Frequency ("Wave Frequency", Range(0, 20.0)) = 5.0 // Frequency of the waves
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Overlay" }
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LOD 200
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION; // Vertex position
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float2 uv : TEXCOORD0; // UV coordinates
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};
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struct v2f
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{
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float2 uv : TEXCOORD0; // UV coordinates
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float4 vertex : SV_POSITION; // Vertex position for rendering
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};
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sampler2D _MainTex; // The main texture
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float _WaveHeight; // Wave height (amplitude)
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float _Speed; // Speed of the wave
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float _Frequency; // Frequency of the wave
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// Vertex function to create wave distortion on top vertices
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex); // Convert vertex position to clip space
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o.uv = v.uv;
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// Create a wave effect at the top of the image (for uv.y > 0.5)
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if (v.uv.y > 0.5)
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{
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// Calculate wave displacement using the built-in _Time variable
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float wave = sin(_Frequency * v.uv.x + _Speed * _Time.y) * _WaveHeight;
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o.vertex.y += wave; // Offset the y position to create the wave effect
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}
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return o;
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}
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// Fragment shader to render the texture
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv); // Sample the texture
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return col; // Return the final color
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}
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ENDCG
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}
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}
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FallBack "Transparent"
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}
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