Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by lagidigu3ll · May 01, 2015 at 05:08 PM · unity 5surface shader

How to get the standard Shader look on a custom shader

Hi there! I've been working on a surface shader that distorts vertices based on their distance to the camera, it works fine, but only has a very primitive diffuse effect.

Do you know if there is a way to include the look of the "Standard" shader of Unity 5, which look pretty damn neat? :)

Here's what the shader looks like:

 Shader "Custom/CurvedWorld" {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
         
         
         _Sin1_Frequency ("Frequency Of Wave 1", Float) = 0.12
         _Sin1_Offset ("Offset Of Wave 1", Float) = 2.61
         _Sin1_Amplitude ("Amplitude of Wave 1", Float) = 0.35
         
         _Sin2_Frequency ("Frequency Of Wave 2", Float) = 0.46
         _Sin2_Offset ("Offset Of Wave 2", Float) = 3.26
         _Sin2_Amplitude ("Amplitude of Wave 2", Float) = 0.55
     }
     SubShader {
         Tags { "RenderType"="Opaque" }
         LOD 200
  
         CGPROGRAM
         #pragma surface surf Lambert vertex:vert addshadow
  
         uniform sampler2D _MainTex;
         
         uniform float _Sin1_Frequency;
         uniform float _Sin1_Offset;
         uniform float _Sin1_Amplitude;
         uniform float _Sin2_Frequency;
         uniform float _Sin2_Offset;
         uniform float _Sin2_Amplitude;
  
         struct Input {
             float2 uv_MainTex;
         };
  
         void vert( inout appdata_full v)
         {
             float4 vv = mul( _Object2World, v.vertex );
             vv.xyz -= _WorldSpaceCameraPos.xyz;
             vv = float4( 0.0f, (vv.z *sin(vv.z* _Sin1_Frequency - _Sin1_Offset) * _Sin1_Amplitude) + (sin(vv.z * _Sin2_Frequency - _Sin2_Offset) * _Sin2_Amplitude) + pow(abs(vv.x), 2) * vv.z * 0.0005, 0.0f, 0.0f );
  
             v.vertex += mul(_World2Object, vv);
         }
 
         void surf (Input IN, inout SurfaceOutput o) {
             half4 c = tex2D (_MainTex, IN.uv_MainTex);
             o.Albedo = c.rgb;
             o.Alpha = c.a;
         }
         ENDCG
     }
 }

Thanks a lot in advance! :D

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Splat Map shader no longer working in Unity 5 1 Answer

Unlit terrain shader 0 Answers

Simple cartoon water shader shoreline 1 Answer

Multipass Surface Shader with _CameraDepthNormalsTexture 0 Answers

Transparent shadow in surface shader 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges