// This shader draws a texture on the mesh. Shader "custom/ship" { // The _BaseMap variable is visible in the Material's Inspector, as a field // called Base Map. Properties { [HDR] _Color1("Color 1", Color) = (1,1,1,1) [HDR] _Color2("Color 2", Color) = (1,1,1,1) _FadeStrength("Fade Strength", Float) = 0.1 _VertexScale("Vertex Scale", Float) = 0 _NoiseMap("Noise Map", 2D) = "black" } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" } Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 positionOS : POSITION; // The uv variable contains the UV coordinate on the texture for the // given vertex. float2 uv : TEXCOORD0; }; struct Varyings { float4 positionHCS : SV_POSITION; // The uv variable contains the UV coordinate on the texture for the // given vertex. float2 uv : TEXCOORD0; }; float4 _Color1; float4 _Color2; float _VertexScale; float _FadeStrength; // This macro declares _BaseMap as a Texture2D object. TEXTURE2D(_BaseMap); // This macro declares the sampler for the _BaseMap texture. SAMPLER(sampler_BaseMap); TEXTURE2D(_NoiseMap); SAMPLER(sampler_NoiseMap); CBUFFER_START(UnityPerMaterial) // The following line declares the _BaseMap_ST variable, so that you // can use the _BaseMap variable in the fragment shader. The _ST // suffix is necessary for the tiling and offset function to work. float4 _BaseMap_ST; float4 _NoiseMap_ST; CBUFFER_END Varyings vert(Attributes IN) { Varyings OUT; float3 vpos = IN.positionOS.xyz; float3 wpos = TransformObjectToWorld(vpos); float d = 1.0+length(wpos)*0.5; float2 uv = wpos.yx; // float noise = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, uv, 0) -0.5; vpos += _VertexScale*float3(0,0,5)*d; // noise *= d*d * 0.1; // vpos *= lerp (0.9,1.1,noise); OUT.positionHCS = TransformObjectToHClip(vpos); // The TRANSFORM_TEX macro performs the tiling and offset // transformation. OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap); return OUT; } half4 frag(Varyings IN) : SV_Target { // calculate pixel float2 res = _ScreenParams; float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy; float t = length(p); return lerp(_Color1,_Color2,t * _FadeStrength); } ENDHLSL } } }