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