Shader "AxibugEmuOnline/XMBBackGround" { Properties { _MainTex ("Sprite Texture", 2D) = "white" {} _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 [Space(10)] _Color1("Color1",Color) = (0,0.4,1,1) _Color2("Color2",Color) = (0,0.7,1,1) [Header(Wave1)] _MidHeight1("MidHeight",Float) = 0.4 _MaxHeight1("MaxHeigh",Float) = 0.5 _Power1("Power",Float)=50.0 _Frequency1("Frequency",Float)=2.0 _Speed1("Speed",Float)=0.4 [Header(Wave2)] _MidHeight2("MidHeight",Float) = 0.42 _MaxHeight2("MaxHeigh",Float) = 0.54 _Power2("Power",Float)=50.0 _Frequency2("Frequency",Float)=2.1 _Speed2("Speed",Float)=0.3 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile_local _ UNITY_UI_CLIP_RECT #pragma multi_compile_local _ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; sampler2D _MainTex; 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 =v.texcoord; OUT.color = v.color * _Color; return OUT; } float3 _Color1; float3 _Color2; float _MidHeight1; float _MaxHeight1; float _Power1; float _Frequency1; float _Speed1; float _MidHeight2; float _MaxHeight2; float _Power2; float _Frequency2; float _Speed2; fixed4 frag(v2f IN) : SV_Target { float2 uv= IN.texcoord; // Lerped background float amount = (uv.x + uv.y) / 2.0; float3 bg = lerp(_Color2, _Color1, amount); // Overlayed sine waves float maxHeight1 = _MaxHeight1 + wave(0, 4.0,0.02, 0.0, 0.02); float power1 = _Power1; //Higher power means thinner line float frequency1 = _Frequency1 + wave(0.0, 3.0, 0.03, 0.0, 0.02); float speed1 = _Speed1 + 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 = _MidHeight2; float maxHeight2 = _MaxHeight2 + wave(0.0, 3.0, 0.04, 0.0, 0.02); float power2 = _Power2; //Higher power means thinner line float frequency2 = _Frequency2 + wave(0.0, 4.0, 0.05, 0.0, 0.02); float speed2 = _Speed2 + 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; float3 waveCol1_temp=col/waveCol1; col = lerp(col,waveCol1_temp, step(uv.y, waveHeight1)); float3 waveCol2_temp=col/waveCol2; col = lerp(col,waveCol2_temp, step(uv.y, waveHeight2)); // 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 } } }