完全に一発芸です。
元になるモデルはこちらのアセットの
こちらのハシゴを使います。
このモデル用にカスタムシェーダを作成し、マテリアルで適用するだけ。
以下シェーダ全文
Shader "Custom/DNA" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard addshadow vertex:vert // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; half _Glossiness; half _Metallic; fixed4 _Color; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) struct Input { float2 uv_MainTex; float3 customColor; }; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); // y座標に応じて回転させる float angle = v.vertex.y * 4.0 + (degrees(_Time.y % 1) / 10); float2x2 rotate = float2x2(cos(angle), -sin(angle), sin(angle), cos(angle)); float2 src = float2(v.vertex.x, v.vertex.z); float2 dst = mul(rotate, src); v.vertex.xyz = float3(dst.x, v.vertex.y, dst.y); // 外側だけ色を変化させる float centerLength = 0.21; float colorStep = step(centerLength, abs(length(float2(v.vertex.x, v.vertex.z)))); float4 col = float4( 0, 1-colorStep, colorStep, 1); o.customColor = col; } void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c; o.Albedo *= IN.customColor; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }
ハシゴのy座標(+時間経過)に応じてヒネる。
// y座標に応じて回転させる float angle = v.vertex.y * 4.0 + (degrees(_Time.y % 1) / 10);
中心から外に向かって色を変える。
float colorStep = step(centerLength, abs(length(float2(v.vertex.x, v.vertex.z)))); float4 col = float4( 0, 1-colorStep, colorStep, 1); o.customColor = col;
そんだけ