120 lines
3.2 KiB
Plaintext
120 lines
3.2 KiB
Plaintext
![]() |
Shader "MY/DistortionEX"
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{
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Properties
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{
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_TintColor("Main Color", Color) = (1,1,1,1)
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_RimColor("Rim Color", Color) = (1,1,1,0.5)
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_NoiseTex("Noise Texture",2D) = "white"{}
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_Alpha("AlphaTexture", 2D) = "white" {}
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_HeatForce("Heat Force",range(0,2)) = 0.1
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_HeatTime("Heat Time", range(0,1.5)) = 1
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_FPOW("FPOW Fresnel", Float) = 5.0
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_R0("R0 Fresnel", Float) = -0.44
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}
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SubShader
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{
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Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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ColorMask RGB
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull Back
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile DISTORT_ON DISTORT_OFF
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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uniform sampler2D _NoiseTex;
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uniform float4 _NoiseTex_ST;
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uniform sampler2D _GrabTextureMobile;
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uniform half _GrabTextureMobileScale;
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uniform float4 _GrabTextureMobile_TexelSize;
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uniform half4 _TintColor;
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uniform half4 _RimColor;
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uniform sampler2D _Alpha;
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uniform half _HeatForce;
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uniform half _HeatTime;
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uniform half _FPOW;
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uniform half _R0;
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struct appdata_t
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{
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float4 vertex : POSITION;
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#if DISTORT_ON
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float3 normal : NORMAL;
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half4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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#endif
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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#if DISTORT_ON
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half2 uv : TEXCOORD0;
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float4 uvgrab : TEXCOORD1;
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half fresnel : TEXCOORD2;
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half4 color : COLOR;
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#endif
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};
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v2f vert(appdata_full v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if DISTORT_OFF
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return o;
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#else
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*_ProjectionParams.x) + o.vertex.w) * 0.5;
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o.uvgrab.zw = o.vertex.w;
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#if UNITY_SINGLE_PASS_STEREO
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o.uvgrab.xy = TransformStereoScreenSpaceTex(o.uvgrab.xy, o.uvgrab.w);
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#endif
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o.uvgrab.z /= distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, v.vertex));
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o.uv = TRANSFORM_TEX(v.texcoord, _NoiseTex);
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o.color = v.color;
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o.color.rgb *= _LightColor0.rgb * _LightColor0.w;
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o.fresnel = (1 - dot(normalize(v.normal), normalize(ObjSpaceViewDir(v.vertex))));
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o.fresnel = pow(o.fresnel, _FPOW);
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o.fresnel = saturate(_R0 + (1.0 - _R0) * o.fresnel);
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return o;
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#endif
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}
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fixed4 frag(v2f i) : SV_Target
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{
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#if DISTORT_OFF
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discard;
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return 0;
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#else
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fixed4 offestcol1 = tex2D(_NoiseTex, i.uv + _Time.xz*_HeatTime);
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fixed4 offestcol2 = tex2D(_NoiseTex, i.uv - _Time.yx*_HeatTime);
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half2 offset;
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offset.x = ((offestcol1.r + offestcol2.r) - 1) * _HeatForce;
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offset.y = ((offestcol1.g + offestcol2.g) - 1) * _HeatForce;
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offset = offset.xy * 400 * _GrabTextureMobile_TexelSize.xy * _GrabTextureMobileScale;
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i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
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fixed4 col = tex2Dproj(_GrabTextureMobile, UNITY_PROJ_COORD(i.uvgrab));
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fixed3 alpha = tex2D(_Alpha, i.uv).rgb;
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fixed value = saturate(alpha);
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fixed3 emission = col.xyz * _TintColor.xyz + col.rgb * i.fresnel *_RimColor * _RimColor.a * 3;
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return fixed4(emission, _TintColor.a * value * i.color.a);
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#endif
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}
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ENDCG
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}
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}
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}
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