Shader "Unlit/DeformerShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_DeformerTex ("Deformer", 2D) = "Grey" {}
_MaskTex ("Deformer Mask", 2D) = "White"{}
_Intensity ("Deformer Intensity", Range(-1, 1)) = 0
_Speed ("Deformer Speed", Range(-5, 5)) = 1
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue" = "Transparent"}
LOD 100
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float2 uvDeformer : TEXCOORD1;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 uvDeformer : TEXCOORD1;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _DeformerTex;
float4 _DeformerTex_ST;
sampler2D _MaskTex;
float _Intensity;
float _Speed;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uvDeformer = v.uvDeformer;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float2 uvDeformer = i.uvDeformer * _DeformerTex_ST.xy;
float2 deformer = tex2D(_DeformerTex, uvDeformer + _Time *_Speed);
float2 uvOffset = deformer * _Intensity * 0.5;
fixed4 mask = tex2D(_MaskTex, i.uv);
fixed4 col = tex2D(_MainTex, i.uv + uvOffset * mask.r);
UNITY_APPLY_FOG(i.fogCoord, col);
return col * col.a;
}
ENDCG
}
}
}
Hi, fellow Game Devs!
Here is the shader source code of our tutorial on how to create a UV deformer shader in Unity.
https://www.youtube.com/watch?v=qdlJC_6KCxo
More tutorials: -> https://www.youtube.com/watch?v=oCpU2fY7eoU&list=PLeiu_PPaq_Ugs97Dg51kjKYZbYxxuKCeg&index=2 <-
Feel free to give us your feedback to help us improve the upcoming tuts.
Here is the shader source code of our tutorial on how to create a UV deformer shader in Unity.
https://www.youtube.com/watch?v=qdlJC_6KCxo
More tutorials: -> https://www.youtube.com/watch?v=oCpU2fY7eoU&list=PLeiu_PPaq_Ugs97Dg51kjKYZbYxxuKCeg&index=2 <-
Feel free to give us your feedback to help us improve the upcoming tuts.
2 Responses
Are there any other details that may not have been included in the tutorial that might be causing issues? A couple of things that come to mind - what size should the deformer texture be, and is it white on black, or black with a transparent centre? Also, should the sprite which I'm deforming be set to clamp, repeat, something else?
Any advice would be appreciated!
Cheers
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