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빗물 효과
빗물 효과
Shader "Custom/Rain" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_RainBaseColor("RainBaseColor", 2D) = "white" {}
_RainNormal("RainNormal", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_RainSpeed ("RainSpeed", Range(0, 1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _RainBaseColor;
sampler2D _RainNormal;
struct Input {
float2 uv_MainTex;
float2 uv_RainBaseColor;
float2 uv_RainNormal;
};
float _RainSpeed;
half _Glossiness;
half _Metallic;
fixed4 _Color;
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed4 rainBaseColor = tex2D(_RainBaseColor, IN.uv_RainBaseColor);
//============================================================
// rain
//============================================================
fixed4 rainNormal = tex2D(_RainNormal, IN.uv_RainNormal);
fixed4 rainNormal2 = tex2D(_RainNormal, IN.uv_RainNormal.xy + 0.5);
//rian ripple
fixed4 resultRain;
fixed4 rain = tex2D(_RainBaseColor, IN.uv_RainBaseColor).x - (1.0 - frac(_Time.y * _RainSpeed));
fixed4 rain2 = tex2D(_RainBaseColor, IN.uv_RainBaseColor.xy + 0.5).x - (1.0 - frac(_Time.y * _RainSpeed));
rain = (1 - smoothstep(step(distance(rain, 0.05), 0.05), 0.00001, 1));
rain2 = (1 - smoothstep(step(distance(rain2, 0.05), 0.05), 0.00001, 1));
fixed rippleFade = abs(sin((_Time.y* _RainSpeed) * 0.05));
fixed InterpolationTime = clamp(rippleFade, 0, 1);
rain = rain * rippleFade;
rain2 = rain2 * rippleFade;
resultRain = lerp(rain, rain2, InterpolationTime);
//=============================================================
rainNormal = lerp(rainNormal, rainNormal2, resultRain);
o.Albedo = c.rgb;
o.Normal = UnpackNormal(rainNormal.rgba);
//o.Emission = rainNormal.rgb;
o.Alpha = 1;
}
ENDCG
}
FallBack "Diffuse"
}
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