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sonar.shader
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Shader "Sonar"
{
Subshader
{
Pass
{
CGPROGRAM
#pragma vertex vertex_shader
#pragma fragment pixel_shader
#pragma target 3.0
struct structure
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
structure vertex_shader (float4 vertex:POSITION, float2 uv:TEXCOORD0)
{
structure vs;
vs.vertex = UnityObjectToClipPos (vertex);
vs.uv = uv;
return vs;
}
float circle(float2 d, float r)
{
return smoothstep(r-(r*0.2),r+(r*0.2),dot(d,d));
}
float4 pixel_shader (structure ps) : COLOR
{
float2 uv = ps.uv.xy;
float a = circle(uv-float2(0.5,0.5),0.04*sin(fmod(_Time.g*0.4,1.0)));
float b = 1.0-(circle(uv-float2(0.5,0.5),0.05*sin(fmod(_Time.g*0.4,1.0))));
float3 c = float3(0.0,0.0,min(a,b));
return float4(c,1.0)*(1.0-(sin((fmod(_Time.g*0.4,1.0)))));
}
ENDCG
}
}
}