Shader "Custom/LogoShader" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
Blend SrcAlpha OneMinusSrcAlpha
pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
struct v2f{
float4 pos:SV_POSITION;
float2 uv:TEXCOORD0;
};
v2f vert(appdata_base v){
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
float inFlash(float angle, float2 uv, float xLength, int interval, int beginTime, float offX, float loopTime){
float brightness = 0;
float angleInRad = 0.017444 * angle;
float currentTime = _Time.y;
int currentTimeInt = _Time.y/interval;
currentTimeInt *= interval;
float currentTimePassed = currentTime - currentTimeInt;
if(currentTimePassed > beginTime){
float xBottomLeftBound;
float xBottomRightBound;
float xPointLeftBound;
float xPointRightBound;
float x0 = currentTimePassed - beginTime;
x0 /= loopTime;
xBottomRightBound = x0;
xBottomLeftBound = x0 - xLength;
float xProjL;
xProjL = (uv.y)/tan(angleInRad);
xPointLeftBound = xBottomLeftBound - xProjL;
xPointRightBound = xBottomRightBound - xProjL;
xPointLeftBound += offX;
xPointRightBound += offX;
if(uv.x > xPointLeftBound && uv.x<xPointRightBound){
float midness = (xPointLeftBound+xPointRightBound)/2;
float rate = (xLength - 2*abs(uv.x-midness))/(xLength);
brightness = rate;
}
}
brightness = max(brightness, 0);
float col = float4(1,1,1,1) * brightness;
return brightness;
}
float4 frag(v2f i):COLOR{
float4 outp;
float4 texCol = tex2D(_MainTex, i.uv);
float tmpBrightness;
tmpBrightness = inFlash(75, i.uv, 0.15f, 2.5f, 0.5f, 0.15, 1.2f);
if(texCol.w>0.5)
outp = texCol + float4(1,1,1,1)*tmpBrightness;
else
outp = float4(0,0,0,0);
return outp;
}
ENDCG
}
}
FallBack "Diffuse"
}