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May 12, 2023 18:58
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,72 @@ Shader "Unlit/NoiseFX" { Properties { _MainTex("Texture", 2D) = "white" {} _NoiseTex("Noise Texture", 2D) = "white" {} _Tint("Tint Color", Color) = (1,1,1,1) } SubShader { Tags { "RenderType" = "Opaque" } //Blend SrcAlpha OneMinusSrcAlpha // Traditional transparency //Blend One OneMinusSrcAlpha // Premultiplied transparency Blend One One // Additive //Blend OneMinusDstColor One // Soft additive //Blend DstColor Zero // Multiplicative //Blend DstColor SrcColor // 2x multiplicative LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; sampler2D _NoiseTex; float4 _MainTex_ST; float4 _Tint; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { float2 scroll = float2(0,frac(_Time.x)); fixed2 noise = tex2D(_NoiseTex, i.uv - scroll).rg; //noise = smoothstep(noise.r, 0, 0.25); noise = smoothstep(0, 0.5, noise.r); //fixed4 col = tex2D(_MainTex, i.uv + noise * 0.1)*3; fixed4 col = tex2D(_MainTex, i.uv)*3; col.a *= noise.r+col.r; col.rgb = _Tint.rgb * col.a; col*=_Tint; return col; } ENDCG } } }