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79 lines
1.4 KiB
79 lines
1.4 KiB
3 years ago
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// Colorful FX - Unity Asset
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// Copyright (c) 2015 - Thomas Hourdel
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// http://www.thomashourdel.com
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Shader "Hidden/Colorful/Wiggle"
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{
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Timer ("Timer", Float) = 0.0
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_Scale ("Scale", Float) = 12.0
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_Params ("Frequency (X) Amplitude (Y) Timer (Z)", Vector) = (0, 0, 0, 0)
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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half3 _Params;
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half4 frag_simple(v2f_img i) : SV_Target
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{
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half2 t = i.uv;
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t.x += sin(_Params.z + t.x * _Params.x) * _Params.y;
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t.y += cos(_Params.z + t.y * _Params.x) * _Params.y - _Params.y;
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return tex2D(_MainTex, t);
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}
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half2 shift(half2 uv)
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{
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half2 freq = _Params.x * (uv + _Params.z);
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return cos(half2(cos(freq.x - freq.y) * cos(freq.y), sin(freq.x + freq.y) * sin(freq.y)));
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}
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half4 frag_complex(v2f_img i) : SV_Target
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{
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half2 p = shift(i.uv);
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half2 q = shift(i.uv + 1.0);
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half2 t = i.uv + _Params.y * (p - q);
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return tex2D(_MainTex, t);
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}
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ENDCG
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SubShader
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{
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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// (0) Simple
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_simple
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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// (1) Complex
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_complex
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 3.0
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ENDCG
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}
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}
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FallBack off
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}
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