Created
January 15, 2016 12:23
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Splat effect shader like painting spill
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Shader "Special/Splat" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_NoiseTex ("Texture", 2D) = "white" {} | |
_Warp ("Warp", Range(0,1)) = 0 | |
} | |
SubShader | |
{ | |
Tags | |
{ | |
"Queue" = "Transparent" | |
"IgnoreProjector" = "True" | |
"RenderType" = "Transparent" | |
"PreviewType" = "Plane" | |
} | |
Cull Off | |
Lighting Off | |
ZWrite Off | |
Fog{ Mode Off } | |
Blend SrcAlpha OneMinusSrcAlpha | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float4 color : COLOR; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
float4 color : COLOR; | |
float2 uv : TEXCOORD0; | |
float2 world : TEXCOORD1; | |
}; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); | |
o.color = v.color; | |
o.uv = v.uv; | |
o.world = mul(_Object2World, v.vertex).xy; | |
return o; | |
} | |
sampler2D _MainTex; | |
sampler2D _NoiseTex; | |
float _Warp; | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed2 warp = (((tex2D(_NoiseTex, i.world).rg) * 2) - 1) * _Warp; | |
fixed4 col = tex2D(_MainTex, i.uv + warp); | |
col *= i.color; | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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