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Question by
Simonobi · May 26, 2016 at 01:05 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" }
Comment
"Need our help" for what exactly? What does/doesn't the code that you pasted do?