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86 lines
1.9 KiB
86 lines
1.9 KiB
3 years ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "CGwell FX/Displacement Map Add" {
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Properties {
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_NoiseTex ("Distort Texture (RG)", 2D) = "white" {}
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_MainTex ("Alpha (A)", 2D) = "white" {}
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_HeatTime ("Heat Time", range (-1,1)) = 0
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_ForceX ("Strength X", range (0,1)) = 0.1
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_ForceY ("Strength Y", range (0,1)) = 0.1
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}
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Category {
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Tags { "Queue"="Transparent" "RenderType"="Transparent" }
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Blend SrcAlpha One
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Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
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BindChannels {
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Bind "Color", color
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Bind "Vertex", vertex
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Bind "TexCoord", texcoord
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}
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SubShader {
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_particles
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord: TEXCOORD0;
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};
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struct v2f {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 uvmain : TEXCOORD1;
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};
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fixed4 _TintColor;
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fixed _ForceX;
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fixed _ForceY;
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fixed _HeatTime;
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float4 _MainTex_ST;
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float4 _NoiseTex_ST;
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sampler2D _NoiseTex;
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sampler2D _MainTex;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
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return o;
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}
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fixed4 frag( v2f i ) : COLOR
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{
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//noise effect
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fixed4 offsetColor1 = tex2D(_NoiseTex, i.uvmain + _Time.xz*_HeatTime);
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fixed4 offsetColor2 = tex2D(_NoiseTex, i.uvmain + _Time.yx*_HeatTime);
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i.uvmain.x += ((offsetColor1.r + offsetColor2.r) - 1) * _ForceX;
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i.uvmain.y += ((offsetColor1.r + offsetColor2.r) - 1) * _ForceY;
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return 2.0f * i.color * _TintColor * tex2D( _MainTex, i.uvmain);
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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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// Fallback for older cards and Unity non-Pro
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SubShader {
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Blend DstColor Zero
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Pass {
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Name "BASE"
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SetTexture [_MainTex] { combine texture }
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}
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}
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}
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}
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