// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "GUI/GUI_WaterWave" {
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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_Color("Tint", Color) = (1,1,1,1)
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_StencilComp("Stencil Comparison", Float) = 8
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_Stencil("Stencil ID", Float) = 0
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_StencilOp("Stencil Operation", Float) = 0
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_StencilWriteMask("Stencil Write Mask", Float) = 255
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_StencilReadMask("Stencil Read Mask", Float) = 255
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_ColorMask("Color Mask", Float) = 15
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_Progress("Progress",Range(0,1)) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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Stencil
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{
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Ref[_Stencil]
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Comp[_StencilComp]
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Pass[_StencilOp]
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ReadMask[_StencilReadMask]
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WriteMask[_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest[unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask[_ColorMask]
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Pass
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{
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CGPROGRAM
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#pragma target 3.0
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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_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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half2 uv1 : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _Color;
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float _Progress;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.uv1 = IN.texcoord;
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OUT.color = IN.color * _Color;
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return OUT;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 outcolor = tex2D(_MainTex,i.uv1);
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float a = outcolor.a;
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outcolor.a *= 1 - clamp(sign(i.uv1.y - _Progress), 0, 1);
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float timeRate = _Time;
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if (i.uv1.y>_Progress &&i.uv1.y<_Progress + 0.04*clamp(cos(timeRate * 10),0.5,1)*sin(i.uv1.x * 10 + timeRate * 100)) {
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outcolor.a = a;
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}
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else if (i.uv1.y<_Progress && i.uv1.y>_Progress + 0.04* clamp(cos(timeRate * 10),0.5,1)* sin(i.uv1.x * 10 + timeRate * 100))
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{
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outcolor.a = 0;
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}
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half grayscale = (outcolor.r + outcolor.g + outcolor.b) * 0.222;
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outcolor.rgb = lerp(outcolor.rgb , grayscale.xxx,1-outcolor.a) ;
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return outcolor;
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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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