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Unity Shader Code Help.
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
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"
}
2.png
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