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Fast UI Jiggle shader for Unity
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/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer | |
Legal Stuff: | |
This code is free to use no restrictions but attribution would be appreciated. | |
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/ | |
Shader "BitshiftProductions/Fast-UI-Jiggle" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} | |
_Color("Tint", Color) = (1,1,1,1) | |
_WobblesPerSecond("Wobbles per Second ", Float) = 1 | |
_WobblePeriod("Wobble Period (pixels)", Float) = 1 | |
_WobbleAmplitude("Wobble Amplitude (pixels)", Float) = 0.03 | |
} | |
SubShader | |
{ | |
Tags | |
{ | |
"Queue" = "Transparent" | |
"IgnoreProjector" = "True" | |
"RenderType" = "Transparent" | |
"PreviewType" = "Plane" | |
"CanUseSpriteAtlas" = "True" | |
} | |
Cull Off | |
Lighting Off | |
ZWrite Off | |
ZTest[unity_GUIZTestMode] | |
Blend SrcAlpha OneMinusSrcAlpha | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
#include "UnityUI.cginc" | |
struct appdata_t | |
{ | |
float4 vertex : POSITION; | |
float4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
fixed4 color : COLOR; | |
half2 texcoord : TEXCOORD0; | |
}; | |
fixed4 _Color; | |
fixed4 _TextureSampleAdd; | |
float _WobblesPerSecond; | |
float _WobblePeriod; | |
float _WobbleAmplitude; | |
#define PI 3.14159 | |
#define TWO_PI 6.28318 | |
v2f vert(appdata_t IN) | |
{ | |
v2f OUT; | |
float4 worldPos = IN.vertex; | |
worldPos.y += sin((_Time.y + frac(worldPos.x)) * _WobblesPerSecond * TWO_PI + worldPos.x / _WobblePeriod) * _WobbleAmplitude; | |
worldPos.x += cos((_Time.y + frac(worldPos.x)) * _WobblesPerSecond * TWO_PI + worldPos.x / _WobblePeriod) * _WobbleAmplitude; | |
OUT.vertex = UnityObjectToClipPos(worldPos); | |
OUT.texcoord = IN.texcoord; | |
#ifdef UNITY_HALF_TEXEL_OFFSET | |
OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1); | |
#endif | |
OUT.color = IN.color * _Color; | |
return OUT; | |
} | |
sampler2D _MainTex; | |
fixed4 frag(v2f IN) : SV_Target | |
{ | |
return (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; | |
} | |
ENDCG | |
} | |
} | |
} |
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