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Liquid.shader
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Shader "LX/Liquid"
{
Properties
{
_Color ("Color", color) = (0,0,1,1)
_OffsetHeight ("OffsetHeight", float) = 0.5
_OffsetSpeed ("OffsetSpeed", float) = 1
_LiquidHeight("LiquidHeight", float) = 0
_OffsetScale ("OffsetScale", float) = 1
}
SubShader
{
Tags
{
"Queue"="Transparent"
}
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
float _OffsetHeight;
float _OffsetSpeed;
float _LiquidHeight;
float _OffsetScale;
float4 _Color;
v2f vert(appdata v)
{
v.vertex.y = v.vertex.y + step(0, v.vertex.y) * (_LiquidHeight + sin(
_Time.x * _OffsetSpeed + v.vertex.x * _OffsetScale) * _OffsetHeight);
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = _Color;
return col;
}
ENDCG
}
}
}