Ok , so i wrote a shader that adds a “bendy” effect to a object … issue is that it does not work properly with shrunken , when using billboarded shrunken the mesh just disassapers while a mesh type shuriken particle works just fine , let me know if you have any thoughts why it’s not working or any walkarounds
here is the CG program
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_particles
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
float _XBend;
float _YBend;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
} ;
struct v2f {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD1;
#endif
} ;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
float4 pos = mul(_Object2World, v.vertex);
if(pos.x - _WorldSpaceCameraPos.x < 11.0f)
{
float zDiff = pos.x - _WorldSpaceCameraPos.x;
float zDiffSquared = zDiff * zDiff;
float bendAmountX = zDiffSquared * _XBend;
float bendAmountY = zDiffSquared * _YBend;
pos.z += bendAmountX;
pos.y += bendAmountY;
}
float4 lPos = mul(_World2Object , pos);
v.vertex = lPos;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
sampler2D _CameraDepthTexture;
float _InvFade;
fixed4 frag (v2f i) : COLOR
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
return 2.0f * i.color * _TintColor * (tex2D(_MainTex, i.texcoord).a * i.color.a * 2.0f);
}
ENDCG
This part actually does the bending
float4 pos = mul(_Object2World, v.vertex);
if(pos.x - _WorldSpaceCameraPos.x < 11.0f)
{
float zDiff = pos.x - _WorldSpaceCameraPos.x;
float zDiffSquared = zDiff * zDiff;
float bendAmountX = zDiffSquared * _XBend;
float bendAmountY = zDiffSquared * _YBend;
pos.z += bendAmountX;
pos.y += bendAmountY;
}
float4 lPos = mul(_World2Object , pos);
v.vertex = lPos;
This is what the shader does in game
