2023-05-08 15:56:10 +03:00

81 lines
2.1 KiB
Plaintext

Shader "XRContent/TransparentPulse"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
_PulseSpeed ("Pulse Speed", Float) = 30.0
_PulseMaxAlpha ("Max Pulse Alpha", Range (0, 1)) = 0.5
_PulseMinAlpha ("Min Pulse Alpha", Range (0, 1)) = 0
}
SubShader
{
Tags {"Queue"="Transparent" "RenderType"="Transparent"}
LOD 100
ZWrite On
Offset -1,-1
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
float _PulseSpeed;
float _PulseMinAlpha;
float _PulseMaxAlpha;
float _DistanceFadeFactor;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
float pulsePhase = 0.5 * (sin(_Time * _PulseSpeed) + 1.0); // Map time to sin wave from 0 - 1
float pulseAlpha = _PulseMinAlpha + (pulsePhase)*(_PulseMaxAlpha - _PulseMinAlpha); // Remap wave to min/max alpha range
col *= pulseAlpha;
return col;
}
ENDCG
}
}
}