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color1) + color1; + } + float wave(float x, float frequency, float speed, float midHeight, float maxHeight) + { + return (sin(frequency * (x + speed * (((1. - (pow(cos(0.002 * (_Time.y + 400.)), 2.) + 1.) / 2.) + .1) * 2048.))) * (maxHeight - midHeight)) + midHeight; + } + float percentHigh(float currentY, float waveHeight, float maxHeight, float power) + { + float percentWave = max(waveHeight - currentY, 0.0) / maxHeight; + return pow(1.0 - percentWave, power); + } + float waveColor(float2 uv, float waveHeight, float maxHeight, float frequency, float power) + { + float percentWave = percentHigh(uv.y, waveHeight, maxHeight, power); + return clamp(percentWave + 0.8, 0.0, 1.0); + } + + v2f vert(appdata_t v) + { + v2f OUT; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + OUT.worldPosition = v.vertex; + OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); + + OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + + OUT.color = v.color * _Color; + return OUT; + } + + fixed4 frag(v2f IN) : SV_Target + { + float2 uv= IN.texcoord; + // Lerped background + float3 blue = float3(0, 0.4, 1); + float3 blue2 = float3(0, 0.7, 1); + float amount = (uv.x + uv.y) / 2.0; + float3 bg = lerp(blue2, blue, amount); + + // Overlayed sine waves + float midHeight1 = 0.4; + float maxHeight1 = 0.5 + wave(0.0, 4.0, 0.02, 0.0, 0.02); + float power1 = 50.0; //Higher power means thinner line + float frequency1 = 2.0 + wave(0.0, 3.0, 0.03, 0.0, 0.02); + float speed1 = 0.4 + wave(0.0, 2.2, 0.04, 0.0, 0.01); + float waveHeight1 = wave(uv.x, frequency1, speed1, midHeight1, maxHeight1); + float waveCol1 = waveColor(uv, waveHeight1, maxHeight1, frequency1, power1); + + float midHeight2 = 0.42; + float maxHeight2 = 0.54 + wave(0.0, 3.0, 0.04, 0.0, 0.02); + float power2 = 50.0; //Higher power means thinner line + float frequency2 = 2.1 + wave(0.0, 4.0, 0.05, 0.0, 0.02); + float speed2 = 0.3 + wave(0.0, 2.0, 0.02, 0.0, 0.01); + float waveHeight2 = wave(uv.x, frequency2, speed2, midHeight2, maxHeight2); + float waveCol2 = waveColor(uv, waveHeight2, maxHeight2, frequency2, power2); + + float3 col = bg; + if (uv.y < waveHeight1) + col = waveCol1 * col; + if (uv.y < waveHeight2) + col = waveCol2 * col; + + // Output to screen + fixed4 fragColor = float4(col,1.0); + + #ifdef UNITY_UI_CLIP_RECT + fragColor.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (fragColor.a - 0.001); + #endif + + return fragColor; + } + + + + ENDCG + } + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.shader.meta b/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.shader.meta new file mode 100644 index 0000000..3ed5cfb --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: e14054c41729e9b4cb671e3dde0e7df0 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: