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Question by onsboy · Mar 07, 2019 at 06:20 PM · cghlsl

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 alt text

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 (54.4 kB)
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