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Question by Simonobi · May 25, 2016 at 11:44 PM · shaderspritedeformationdiffuse

Sprite Deform Diffuse Shader

Hello

I'm trying to apply vertex deformation on diffuse lit sprites. I know about the incompatibility between vertex+fragment and surface shaders. One version would be to add Lambert pixel shader implementation but I was unable to find that anywhere.

I need your help :)

Below is the code

Shader "Awesome/Sprite Deform Diffuse Shader" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 _Frequency ("Frequency", Float) = 1 _Amplitude ("Amplitude", Float) = 0.1 _UVPercent ("UV Percent", Float) = 0.3 }

 SubShader
 {
     Tags
     { 
         "Queue"="Transparent" 
         "IgnoreProjector"="True" 
         "RenderType"="Transparent" 
         "PreviewType"="Plane"
         "CanUseSpriteAtlas"="True"
     }

     Cull Off
     Lighting Off
     ZWrite Off
     Blend One OneMinusSrcAlpha

     CGPROGRAM
     #pragma surface surf Lambert vertex:vert nofog keepalpha
     #pragma multi_compile _ PIXELSNAP_ON
     #pragma shader_feature ETC1_EXTERNAL_ALPHA

     sampler2D _MainTex;
     fixed4 _Color;
     sampler2D _AlphaTex;
     float _Amplitude;
     float _Frequency;
     float _UVPercent;

     struct Input
     {
         float2 uv_MainTex;
         fixed4 color;
     };
     
     void vert (inout appdata_full v, out Input o)
     {
         float4 vert = v.vertex;

         if(v.texcoord.y < _UVPercent)
         {
             vert.y += _Amplitude * abs(sin(_Time.y * _Frequency + vert.x));
         }
         
         v.vertex = vert;

         #if defined(PIXELSNAP_ON)
         v.vertex = UnityPixelSnap (v.vertex);
         #endif
         
         UNITY_INITIALIZE_OUTPUT(Input, o);
         o.color = v.color * _Color;
     }

     fixed4 SampleSpriteTexture (float2 uv)
     {
         fixed4 color = tex2D (_MainTex, uv);

if ETC1_EXTERNAL_ALPHA

        color.a = tex2D (_AlphaTex, uv).r;

endif //ETC1_EXTERNAL_ALPHA

         return color;
     }

     void surf (Input IN, inout SurfaceOutput o)
     {
         fixed4 c = SampleSpriteTexture (IN.uv_MainTex) * IN.color;
         o.Albedo = c.rgb * c.a;
         o.Alpha = c.a;
     }
     ENDCG
 }

Fallback "Transparent/VertexLit" }

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