baobao
6/19/2018 - 4:45 AM

test0.shader

Shader "Test"
{
    Properties
    {
        _MainTex ("MainTex", 2D) = "white"{}
    }

    CGINCLUDE
    #include "UnityCG.cginc"

    float4 frag(v2f_img i) : SV_Target
    {
        float2 d = distance(float2(0.5, 0.5), frac(i.uv));
        float absSinValue = abs(sin(_Time.y));
        d *= absSinValue * 30;
        float threshold = abs(sin(_Time.y));
        d = abs(sin(d));
        d = step(d, threshold);  
        return d.x;
    }

    ENDCG

    SubShader
    {
        Pass
        {
            CGPROGRAM
            #pragma vertex vert_img
            #pragma fragment frag
            ENDCG
        }
    }
}