Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 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
Add comment · Show 1
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
avatar image tanoshimi · May 26, 2016 at 01:14 PM 0
Share

"Need our help" for what exactly? What does/doesn't the code that you pasted do?

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

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Cannot select gameobjects in editor in 2D view using custom sprite shader 0 Answers

Making shader's first pass light sensitive (2D) 0 Answers

Make Sprite-Diffuse shader work on mesh renderer? 0 Answers

How to make sprite to react to light? 1 Answer

Cubemap Diffuse / Heightmap Shader Issues. 1 Answer


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