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Copy pathSphericalDisintegration.shader
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93 lines (84 loc) · 2.36 KB
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Shader "Custom/SphericalDisintegration" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_DisintegrationColor("Disintegration Color", Color) = (1,0.5,0,1)
_FinishRadius ("Finish Radius", Float) = 1
_DisintegrationThickness ("Disintegration Thickness", Float) = 0.1
_Expansion ("Expansion", Range(0,1)) = 0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Cull Off
CGPROGRAM
#include "UnityPBSLighting.cginc"
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Custom fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float3 worldPos;
float3 viewDir;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
fixed4 _DisintegrationColor;
float _FinishRadius;
uniform float _DisintegrationThickness;
uniform float _Expansion;
uniform int _OrbsLength;
uniform float4 _Orbs[10];
int disintegrating;
void surf(Input IN, inout SurfaceOutputStandard o)
{
disintegrating = 0;
if (_Expansion > 0)
{
for (int i = 0; i < _OrbsLength; i++)
{
float dist = distance(IN.worldPos, _Orbs[i].xyz);
float disintegrateDistance = _Expansion * _FinishRadius + sin((IN.worldPos.x+IN.worldPos.y+IN.worldPos.z)*30+_Time.y*5+o.Normal)*0.01;
if (dist < disintegrateDistance)
{
discard;
}
if (dist < disintegrateDistance + _DisintegrationThickness)
{
disintegrating = 1;
}
if (dot(o.Normal, IN.viewDir) < 0)
{
disintegrating = 1;
}
}
}
// Albedo comes from a texture tinted by color
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
half4 LightingCustom(SurfaceOutputStandard s, half3 lightDir, UnityGI gi)
{
if (disintegrating == 1)
{
return _DisintegrationColor;
}
return LightingStandard(s, lightDir, gi);
}
void LightingCustom_GI(SurfaceOutputStandard s, UnityGIInput data, inout UnityGI gi)
{
LightingStandard_GI(s, data, gi);
}
ENDCG
}
FallBack "Diffuse"
}