0.3.3.4
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Shader "Unlit/Ink"
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{
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Properties
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||||
|
||||
d.x = dot(random3(s), x);
|
||||
d.y = dot(random3(s + i1), x1);
|
||||
d.z = dot(random3(s + i2), x2);
|
||||
d.w = dot(random3(s + 1.0), x3);
|
||||
|
||||
w *= w;
|
||||
w *= w;
|
||||
d *= w;
|
||||
|
||||
return dot(d, float4(52.0,52.0,52.0,52.0));
|
||||
}
|
||||
|
||||
float fbm(float3 p)
|
||||
{
|
||||
float f = 0.0;
|
||||
float frequency = 1.0;
|
||||
float amplitude = 0.5;
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
f += simplex3d(p * frequency) * amplitude;
|
||||
amplitude *= 0.5;
|
||||
frequency *= 2.0 + float(i) / 100.0;
|
||||
}
|
||||
return min(f, 1.0);
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
float2 uv = 1.0 - i.uv;
|
||||
|
||||
float mappedFloat = lerp(-4.0, 1.5, _Position);
|
||||
uv.x = uv.x * 3.5 + mappedFloat;
|
||||
|
||||
float3 p = float3(uv, _Time.y * _Speed);
|
||||
|
||||
float blot = fbm(p * 2.0 + 4.0) - 0.1;
|
||||
float shade = fbm(p * 3.0 + 16.0) - 0.2;
|
||||
|
||||
blot = (blot + (sqrt(uv.x) - abs(0.5 - uv.y)));
|
||||
blot = smoothstep(0.0, 0.05, blot) * max(1.0 - shade * _ShadeContrast, 0.0);
|
||||
|
||||
_GreenScreen = _InkColor;
|
||||
float3 color = lerp(_GreenScreen.rgb, _InkColor.rgb, blot);
|
||||
|
||||
// 반대 부분을 완전 투명하게 처리
|
||||
// blot 값을 기준으로 그려지는 부분만 알파를 설정하고 나머지는 완전 투명
|
||||
float alpha = blot > 0.01 ? 1.0 : 0.0;
|
||||
|
||||
alpha *= _Opacity;
|
||||
return float4(color , alpha);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/09.Shaders/Ink.shader.meta
Normal file
9
Assets/09.Shaders/Ink.shader.meta
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d13933e4c4887624a89dff69e0e30aeb
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user