Quantcast
Channel: Questions in topic: "hlsl"
Viewing all articles
Browse latest Browse all 206

Unity Shader Code Help.

$
0
0
Hello Everyone. I was playing a game called as Stairs by Ketchapp..I could create everything but i am stuck on the shader effect that comes into the picture when the user makes a combo like thing, You can watch it here at this tme https://youtu.be/OgoEkWCU3Ew?t=3 ![alt text][1] [1]: /storage/temp/134343-2.png that linear shader.. Can anyone help me. I could do it in radial direction and single direction but i am unable to do this in both opposite direction. This is what i have done. Shader "Personal/LerpRippleCut" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 _rippleOrigin("Ripple Origin",Vector)=(0,0,0,0) _rippleSpeed("Ripple Speed",Range(0,100))=1 _maxRippleSpeed("Max Ripple Speed",Range(0,200))=1 _rippleColor ("Ripple Color",Color)=(0.5,0.5,0.5,1) } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; float3 worldPos; }; half _Glossiness; half _Metallic; fixed4 _Color; fixed4 _rippleColor; float3 _rippleOrigin; float _rippleSpeed; float _maxRippleSpeed; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutputStandard o) { float w = dot(IN.worldPos,_rippleOrigin); w=w-_Time.y * _rippleSpeed; w /= _maxRippleSpeed; w = w - floor(w); // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Emission = _rippleColor*w; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }

Viewing all articles
Browse latest Browse all 206

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>