Shader mask animation?
How to make this effect?
Shader mask animation?
How to make this effect?
i thnk its a sphere with a hexagon pattern texture that is particles/adaptive with a certain shader
but i m no pro, just what i think it is
Try this for something to start with. Knocked it up in SSE. There’s lots more you can do with it though. Gimmie a few and I’ll upload the shader graph as well.
Edit: Attached the SSE shader graph so you can continue to play with it. Rename the file to shieldshader.sgraph.
Shader "ShieldShader"
{
Properties
{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Pattern (RGB) Cloud Effect (A)", 2D) = "white" {}
_Brightness("Brightness", Range(0,5) ) = 1
_RimAmount("Rim Amount", Range(0.5,10) ) = 1
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="False"
"RenderType"="Transparent"
}
Cull Back
ZWrite On
ZTest LEqual
ColorMask RGBA
Fog{
}
CGPROGRAM
#pragma surface surf BlinnPhongEditor alpha decal:blend vertex:vert
#pragma target 2.0
float4 _Color;
sampler2D _MainTex;
float _Brightness;
float _RimAmount;
struct EditorSurfaceOutput {
half3 Albedo;
half3 Normal;
half3 Emission;
half3 Gloss;
half Specular;
half Alpha;
half4 Custom;
};
inline half4 LightingBlinnPhongEditor_PrePass (EditorSurfaceOutput s, half4 light)
{
half3 spec = light.a * s.Gloss;
half4 c;
c.rgb = (s.Albedo * light.rgb + light.rgb * spec);
c.a = s.Alpha;
return c;
}
inline half4 LightingBlinnPhongEditor (EditorSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
{
half3 h = normalize (lightDir + viewDir);
half diff = max (0, dot ( lightDir, s.Normal ));
float nh = max (0, dot (s.Normal, h));
float spec = pow (nh, s.Specular*128.0);
half4 res;
res.rgb = _LightColor0.rgb * diff;
res.w = spec * Luminance (_LightColor0.rgb);
res *= atten * 2.0;
return LightingBlinnPhongEditor_PrePass( s, res );
}
struct Input {
float2 uv_MainTex;
float3 viewDir;
};
void vert (inout appdata_full v, out Input o) {
float4 VertexOutputMaster0_0_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_1_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_2_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_3_NoInput = float4(0,0,0,0);
}
void surf (Input IN, inout EditorSurfaceOutput o) {
o.Normal = float3(0.0,0.0,1.0);
o.Alpha = 1.0;
o.Albedo = 0.0;
o.Emission = 0.0;
o.Gloss = 0.0;
o.Specular = 0.0;
o.Custom = 0.0;
float4 UV_Pan0=float4((IN.uv_MainTex.xyxy).x + _Time.x,(IN.uv_MainTex.xyxy).y,(IN.uv_MainTex.xyxy).z + _Time.x,(IN.uv_MainTex.xyxy).w);
float4 Tex2D0=tex2D(_MainTex,UV_Pan0.xy);
float4 Multiply0=_Color * Tex2D0;
float4 Fresnel0_1_NoInput = float4(0,0,1,1);
float4 Fresnel0=(1.0 - dot( normalize( float4( IN.viewDir.x, IN.viewDir.y,IN.viewDir.z,1.0 ).xyz), normalize( Fresnel0_1_NoInput.xyz ) )).xxxx;
float4 Pow0=pow(Fresnel0,_RimAmount.xxxx);
float4 Multiply1=_Brightness.xxxx * Pow0;
float4 Add0=Tex2D0.aaaa + Multiply1;
float4 Multiply2=Multiply0 * Add0;
float4 Tex2D1=tex2D(_MainTex,(IN.uv_MainTex.xyxy).xy);
float4 Multiply3=Multiply1 * Tex2D1.aaaa;
float4 Master0_1_NoInput = float4(0,0,1,1);
float4 Master0_3_NoInput = float4(0,0,0,0);
float4 Master0_4_NoInput = float4(0,0,0,0);
float4 Master0_7_NoInput = float4(0,0,0,0);
float4 Master0_6_NoInput = float4(1,1,1,1);
o.Albedo = Multiply0;
o.Emission = Multiply2;
o.Alpha = Multiply3;
o.Normal = normalize(o.Normal);
}
ENDCG
}
Fallback ""
}
526918–18626–$shieldshader.txt (18.3 KB)
thank you~!