// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax. Shader "Custom/JellyShader" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 _ControlTime ("Time", float) = 0 _ModelOrigin ("Model Origin", Vector) = (0,0,0,0) _ImpactOrigin ("Impact Origin", Vector) = (-5,0,0,0) _Frequency ("Frequency", Range(0, 1000)) = 10 _Amplitude ("Amplitude", Range(0, 5)) = 0.1 _WaveFalloff ("Wave Falloff", Range(1, 8)) = 4 _MaxWaveDistortion ("Max Wave Distortion", Range(0.1, 2.0)) = 1 _ImpactSpeed ("Impact Speed", Range(0, 10)) = 0.5 _WaveSpeed ("Wave Speed", Range(-10, 10)) = -5 } SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "UniversalMaterialType" = "SimpleLit" "LightMode"="UniversalForward" } LOD 200 // Render State Commands // Use same blending / depth states as Standard shader Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha] ZWrite[_ZWrite] Cull[_Cull] AlphaToMask[_AlphaToMask] HLSLPROGRAM // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 #pragma vertex vert #pragma fragment frag #pragma surface surf Standard fullforwardshadows // ------------------------------------- // Includes #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl" sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; half4 _Color; float _ControlTime; float4 _ModelOrigin; float4 _ImpactOrigin; half _Frequency; //Base frequency for our waves. half _Amplitude; //Base amplitude for our waves. half _WaveFalloff; //How quickly our distortion should fall off given distance. half _MaxWaveDistortion; //Smaller number here will lead to larger distortion as the vertex approaches origin. half _ImpactSpeed; //How quickly our wave origin moves across the sphere. half _WaveSpeed; //Oscillation speed of an individual wave. // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void vert (inout appdata_base v) { float4 world_space_vertex = mul(unity_ObjectToWorld, v.vertex); float4 direction = normalize(_ModelOrigin - _ImpactOrigin); float4 origin = _ImpactOrigin + _ControlTime * _ImpactSpeed * direction; //Get the distance in world space from our vertex to the wave origin. float dist = distance(world_space_vertex, origin); //Adjust our distance to be non-linear. dist = pow(dist, _WaveFalloff); //Set the max amount a wave can be distorted based on distance. dist = max(dist, _MaxWaveDistortion); //Convert direction and _ImpactOrigin to model space for later trig magic. float4 l_ImpactOrigin = mul(unity_WorldToObject, _ImpactOrigin); float4 l_direction = mul(unity_WorldToObject, direction); //Magic float impactAxis = l_ImpactOrigin + dot((v.vertex - l_ImpactOrigin), l_direction); v.vertex.xyz += v.normal * sin(impactAxis * _Frequency + _ControlTime * _WaveSpeed) * _Amplitude * (1 / dist); } void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color float4 c = _Color; //half4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDHLSL } FallBack "Diffuse" }