Just added a new wavy transparent shader to the free shaders collection. This shade can be used to apply x and y axis waves to textures which looks nice on bitmapped based text, e.g.:
The code for the shader is shown below:
Shader "Unlit/WaveTransTexture" { Properties { _MainTex("Color (RGB) Alpha (A)", 2D) = "white" {} _WaveSpeedX ("X Axis WaveSpeed", Range(0, 100)) = 20 _FrequencyX ("X Axis Frequency", Range(0, 100)) = 10 _AmplitudeX ("X Axis Amplitude", Range(0, 100)) = 0.02 _WaveSpeedY ("Y Axis WaveSpeed", Range(0, 100)) = 20 _FrequencyY ("Y Axis Frequency", Range(0, 100)) = 10 _AmplitudeY ("Y Axis Amplitude", Range(0, 100)) = 0.02 } SubShader { Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; fixed _FrequencyX; fixed _AmplitudeX; fixed _WaveSpeedX; fixed _FrequencyY; fixed _AmplitudeY; fixed _WaveSpeedY; v2f vert (appdata v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed2 uvs = i.uv; uvs.x += sin(uvs.y * _FrequencyX + _Time * _WaveSpeedX) * _AmplitudeX; uvs.x = (uvs.x * 0.9) + 0.05; uvs.y += cos(uvs.x * _FrequencyY + _Time * _WaveSpeedY) * _AmplitudeY; uvs.y = (uvs.y * 0.9) + 0.05; fixed4 col = tex2D(_MainTex, uvs); return col; } ENDCG } } }
The code works by applying a sine wave to the y-axis source texture coordinate and pumping that into the x-axis texture coordinate, a similar thing is done with the x-axis source texture coordinate, except that a cosine wave is applied to it. Note that when using this shader you should leave a little space around the bitmap text (around 10% of the image size) to prevent borders from showing.