2025-03-10 10:18:11 +08:00

86 lines
3.3 KiB
GLSL

Shader "Effect/Melting"
{
Properties
{
_Color("Color",Color) = (0.5,0.5,0.5,1.0)
_MainTex("Texture", 2D) = "white" {}
_EdgeColor("EdgeColor",Color) = (1,0,0,1)
_Height("Height",float) = 0
}
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;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float3 wPos:TEXCOORD2;
float4 vertex : SV_POSITION;
};
uniform fixed4 _Color;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float _Height;
uniform fixed4 _EdgeColor;
float3 hash(float3 p)
{
p = float3(dot(p, float3(127.1, 311.7,4560.0)),dot(p, float3(269.5, 183.3,143.15)), dot(p, float3(567.5,613.3,430.4)));
return 2.0 * frac(sin(p) * 43758.5453123) - 1.0;
}
float perlin(float3 p)
{
float3 i = floor(p);
float3 f = p - i;
float3 w = f * f * (3.0 - 2.0 * f);
float f0 = lerp(lerp(dot(hash(i + float3(0.0, 0.0,0.0)), f - float3(0.0, 0.0,0.0)),dot(hash(i + float3(1.0, 0.0,0.0)), f - float3(1.0, 0.0,0.0)), w.x),lerp(dot(hash(i + float3(0.0, 1.0,0.0)), f - float3(0.0, 1.0,0.0)),dot(hash(i + float3(1.0, 1.0,0.0)), f - float3(1.0, 1.0,0.0)), w.x),w.y);
float f1 = lerp(lerp(dot(hash(i + float3(0.0, 0.0,1.0)), f - float3(0.0, 0.0,1.0)),dot(hash(i + float3(1.0, 0.0,1.0)), f - float3(1.0, 0.0,1.0)), w.x),lerp(dot(hash(i + float3(0.0, 1.0,1.0)), f - float3(0.0, 1.0,1.0)),dot(hash(i + float3(1.0, 1.0,1.0)), f - float3(1.0, 1.0,1.0)), w.x), w.y);
return lerp(f0,f1,w.z);
}
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.wPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex,i.uv) * _Color;
float p = perlin(i.wPos * 30) - (i.wPos.y - _Height);
float e0 = (1 - smoothstep(0, 0.3, p));
float e1 = (1 - smoothstep(0, 0.1, p));
col = lerp(col,col * _EdgeColor, e0);
col = lerp(col, col * _EdgeColor * 2, e1);
clip(p);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}