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シェーダーの練習でパーティーボールもどきを作った

Last updated at Posted at 2018-04-04

パーティボールもどきをサーフェースシェーダーで書いてみた(もどきですらないけど)
コードは以下。

	Properties{
		_Diffuse("Diffuse Color", color) = (0, 0, 0, 1)
		_EmissionColor("Emission Color", color) = (1, 1, 1, 1)
	}

	SubShader{

		Tags {"RenderType" = "Opaque"}

		CGPROGRAM
		#pragma surface surf Lambert finalcolor:outemission vertex:yaxis

		struct Input {

			float customData_1;
			float customData_2;
		};

		float4 _Diffuse;
		float4 _EmissionColor;

		void yaxis(inout appdata_full v, out Input data) {

			UNITY_INITIALIZE_OUTPUT(Input, data);
			data.customData_1 = max(0, 0.5 * sin((v.vertex.y + _Time.x * 5) * 3.14159 * 8));
			data.customData_2 = max(0, 0.5 * sin((v.vertex.x + _Time.x * 5) * 3.14159 * 8));
		}

		void outemission(Input IN, SurfaceOutput o, inout fixed4 color) {
			color += (_EmissionColor * IN.customData_1 + _EmissionColor * IN.customData_2);
		}

		void surf(Input IN, inout SurfaceOutput o) {
			o.Albedo = _Diffuse;
		}
		ENDCG
	}
	FallBack "Diffuse"

実行時はこんな感じ。
スクリーンショット (3).png

このクロスした白線が時間に応じて動く感じです。サーフェースシェーダーのモディファイヤーを使って、アウトプットを加工してます。
個人的に、引数に戻り値を定義するところあたり、どうにも不快感があります。

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