Shader "Custom/Trampoline"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Radius("Radius", Float) = 1
_Offset("Offset", Vector) = (0,1,0,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord : TEXCOORD0;
};
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
half _Radius;
float4 _Offset;
uniform float4 GLOBAL_ObjWorldPos;
uniform int GLOBAL_Attachment;
uniform float4 GLOBAL_Direction;
uniform float GLOBAL_ObjDistance;
void vert(inout appdata v)
{
float4 worldSpacePosition = mul(unity_ObjectToWorld, v.vertex);
float total_Dist = distance(worldSpacePosition, GLOBAL_ObjWorldPos); //Dist only used for specify which shader is currently working
if (total_Dist < 3 && GLOBAL_Attachment == 1) {
float4 new_Dir = float4(1, 1, 1, 1) - abs(GLOBAL_Direction);
float4 difference = worldSpacePosition - GLOBAL_ObjWorldPos;
float4 limitedAxisDifference = mul(new_Dir, difference);
float vertex_Dist = length(limitedAxisDifference.xyz);
if (vertex_Dist <= _Radius) {
v.vertex += (1 - (vertex_Dist / _Radius)) * -GLOBAL_Direction;
}
float vertex_Dist = length(v.vertex);
vertex_Dist = distance(v.vertex, _Offset);
if (vertex_Dist <= _Radius) {
v.vertex += -GLOBAL_Direction * (1 - saturate(vertex_Dist / _Radius)) * GLOBAL_ObjDistance;
}
}
v.vertex.x += (1 - saturate(distance(v.vertex, _Offset) / _Radius));
}
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}