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CartCom/Assets/BackgroundShader.shader

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Shader "Custom/BackgroundShader"
{
Properties
{
_Color ("Color", Color) = (0.2,0.5,0.4,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Size ("Taille", Range(0,100)) = 75.0
_Speed ("Vitesse", Range(0,100)) = 20.0
}
SubShader
{
Pass
{
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
Cull Off
ZWrite Off
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;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float _Size;
float _Speed;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
// fixed4 col = tex2D(_MainTex, i.uv);
// Offset enough so that the 0 crossing won't appear on large screens.
float time_step = (_Time[1]*_Speed) + 10000;
float4 fragColor;
float x = abs((-i.vertex.x + time_step) % _Size);
float y = abs((-i.vertex.y - time_step) % _Size);
if (( x <= _Size/2 && y <= _Size/2)
|| ( x > _Size/2 && y > _Size/2)) {
fragColor = _Color;
} else {
fragColor = _Color*0.8;
}
return fragColor;
}
ENDCG
}
}
FallBack "Diffuse"
}