- Reworked credits display to be more efficient and easy to edit. - Renamed the Wood shader to a more appropriate and genericised name. - Reorganised static Wanted posters into their own folder.
63 lines
1.6 KiB
Plaintext
63 lines
1.6 KiB
Plaintext
Shader "Custom/ScreenNoise"
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{
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Properties
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{
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_MainTex ("Image", 2D) = "white" {}
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_Colour1 ("Colour 1", Color) = (0.0, 0.0, 0.0, 1.0)
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_Colour2 ("Colour 2", Color) = (1.0, 1.0, 1.0, 1.0)
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 200
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Pass {
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Cull Off
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert
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#pragma fragment frag
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sampler2D _MainTex;
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float4 _MainTex_ST;
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CBUFFER_START(UnityPerMaterial)
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uniform float4 _Colour1;
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uniform float4 _Colour2;
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CBUFFER_END
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struct Data
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{
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float4 vertex : POSITION;
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};
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struct V2F
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{
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float4 position : SV_POSITION;
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float4 screenuv : TEXCOORD0;
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};
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V2F vert(Data v)
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{
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V2F o;
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o.position = UnityObjectToClipPos(v.vertex);
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o.screenuv = ComputeScreenPos(o.position);
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return o;
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}
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fixed4 frag(V2F i) : SV_TARGET
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{
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half2 textureCoordinate = ((i.screenuv.xy / i.screenuv.w) % 1.0) * _MainTex_ST.xy;
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half coordoffset = (_MainTex_ST.zw * _Time) % 1.0;
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textureCoordinate.x += coordoffset;
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textureCoordinate.y += coordoffset;
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return lerp(_Colour1, _Colour2, tex2D(_MainTex, textureCoordinate).r);
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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