107 lines
No EOL
2.3 KiB
Text
107 lines
No EOL
2.3 KiB
Text
Shader "Custom/Snake"
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{
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Properties
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{
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_Base ("Base", Color) = (0.4, 1, 0.25, 1)
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_Delta ("Delta", Vector) = (-0.1, 0, 0.05, 1)
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_Backup ("Backup", Color) = (0.4, 1, 0.25, 1)
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_DirectionA ("Direction A", Vector) = (0.8, 1, 0.9)
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_DirectionB ("Direction B", Vector) = (-0.8, -0.7, -0.9)
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}
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SubShader
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{
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Pass
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{
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CGPROGRAM
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#pragma vertex VertexProgram
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#pragma fragment FragmentProgram
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#pragma multi_compile_instancing
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#pragma target 3.5
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// #include "UnityCG.cginc"
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#include "UnityStandardBRDF.cginc"
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struct VertexData
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{
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fixed4 position : POSITION;
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fixed3 normal : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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fixed4 color : COLOR;
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};
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struct Interpolators
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{
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fixed4 position : SV_POSITION;
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fixed3 normal : TEXCOORD1;
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fixed4 color : COLOR0;
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};
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int _JustAte, _Flash;
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fixed4 _Base, _Delta;
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fixed3 _DirectionA, _DirectionB;
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Interpolators VertexProgram (VertexData v)
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{
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Interpolators i;
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UNITY_SETUP_INSTANCE_ID(v);
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int id = 0;
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#ifdef UNITY_INSTANCING_ENABLED
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id = unity_InstanceID;
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#endif
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i.position = UnityObjectToClipPos(v.position);
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i.normal = UnityObjectToWorldNormal(v.normal);
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i.color = v.color;
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if (_Flash > 0)
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{
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i.color = fixed4(1, 1, 1, 1);
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return i;
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}
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// if mesh = snake green (for snake head)
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if (i.color.g > 0.5 && i.color.r < 0.5)
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{
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// Base Color
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i.color = fixed4(0, 0, 0, 1);
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// Complimentary Lights
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i.color += _Base * clamp(dot(i.normal, _DirectionA), 0, 1);
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i.color += (_Base + _Delta) * clamp(dot(i.normal, _DirectionB), 0, 1);
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// Rings
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if ((id / 1.5) % 2 == 0)
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{
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i.color.r *= 1 + 0.8 * (1 - clamp((half)id / 27, 0, 1));
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}
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// Decay
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i.color *= 1 - ((half)id / 729);
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if (id == _JustAte)
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{
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i.color += fixed4(1,1,1,1) * (1 - clamp((half)id / 27, 0, 1));
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}
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// Alpha Fix
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i.color.a = 1;
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}
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return i;
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}
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fixed4 FragmentProgram (Interpolators i) : SV_TARGET
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{
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return i.color;
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}
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ENDCG
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}
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}
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} |