Added warping to hologram shader
This commit is contained in:
parent
4a5304d949
commit
412736b9d5
|
@ -1,7 +1,14 @@
|
|||
shader_type spatial;
|
||||
render_mode blend_mix, depth_prepass_alpha;
|
||||
render_mode blend_mix, depth_prepass_alpha, cull_disabled; // blend_add
|
||||
|
||||
uniform vec4 albedo_color : source_color;
|
||||
|
||||
group_uniforms warp;
|
||||
uniform bool enable_warp = false;
|
||||
uniform vec3 warp_vector = vec3(1.0, 1.0, 1.0);
|
||||
uniform float warp_strength : hint_range(0.0, 1.0) = 0.5;
|
||||
uniform float warp_rate : hint_range(0.0, 200.0) = 0.5;
|
||||
|
||||
instance uniform float built_amount = 2.0;
|
||||
|
||||
varying float model_y;
|
||||
|
@ -9,11 +16,15 @@ varying float model_y;
|
|||
// Called for every vertex the material is visible on.
|
||||
void vertex() {
|
||||
model_y = VERTEX.y;
|
||||
if (enable_warp && VERTEX.y > built_amount) {
|
||||
float offset = sin(pow(VERTEX.y, 2) * warp_rate * TIME) * pow(warp_strength, 2);
|
||||
VERTEX += offset * warp_vector;
|
||||
}
|
||||
}
|
||||
|
||||
// Called for every pixel the material is visible on.
|
||||
void fragment() {
|
||||
float base_opacity = 0.25;
|
||||
float base_opacity = 0.2;
|
||||
|
||||
if (model_y > built_amount) {
|
||||
ALPHA = base_opacity;
|
||||
|
|
Loading…
Reference in New Issue