-
Notifications
You must be signed in to change notification settings - Fork 13
/
noiseByDistance.shader
78 lines (67 loc) · 2.12 KB
/
noiseByDistance.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
Shader "LX/NoiseByDistance"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_ChangeSpeed("ChangeSpeed",float)=10
}
SubShader
{
Tags
{
"RenderType"="Opaque"
}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float3 worldPos:TEXCOORD2;
float3 worldNormal:TEXCOORD3;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _ChangeSpeed;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
float simpleNoise(float2 uv)
{
return frac(sin(dot(uv, float2(50, 50))) * 43758.5453);
}
fixed4 frag(v2f i) : SV_Target
{
float3 worldNormal = i.worldNormal;
float3 worldLightDir = UnityWorldSpaceLightDir(i.worldPos);
float diffuse = saturate(dot(worldNormal, worldLightDir));
fixed4 col = tex2D(_MainTex, i.uv) * diffuse;
float distance=length(UnityWorldSpaceViewDir(i.worldPos));
clip(-simpleNoise(i.uv)+distance/_ChangeSpeed);
return col;
}
ENDCG
}
}
}