点滅シェーダ pic.twitter.com/4jMuviK7OV
— 光属性のアルモジナ(VRChat勢) (@arumogina) July 19, 2019
Shader "Custom/Blink" { Properties{ _MainTex("MainTex",2D) = "white"{} _DiffTime("DiffTime",Int) = 50 _Color1("Color1",Color) = (1,0,0,1) _Color2("Color2",Color) = (0,1,0,1) _Color3("Color3",Color) = (0,0,1,1) } SubShader{ Tags{"RenderType"="Opaque" "Queue" = "Geometry"} Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" int _DiffTime; float4 _Color1; float4 _Color2; float4 _Color3; struct appdata { float4 vertex:POSITION; float4 uv:TEXCOORD0; }; struct v2f { float4 pos:SV_POSITION; float4 uv:TEXCOORD0; }; v2f vert(appdata v){ v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } int GetTimeNum(){ int t = _Time.y * _DiffTime % 10; return t; } sampler2D _MainTex; float4 frag(v2f i) :SV_Target { int t = GetTimeNum(); if(t>=0 && t<=3) return tex2D(_MainTex,i.uv) * _Color1; if(t>=4 && t<=6) return tex2D(_MainTex,i.uv) * _Color2; if(t>=7 && t<=9) return tex2D(_MainTex,i.uv) * _Color3; return float4(1,1,1,1); } ENDCG }//Pass }//SubShader FallBack "Diffuse" }