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103 lines
2.2 KiB
103 lines
2.2 KiB
3 years ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "CGwell FX/Distortion" {
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Properties {
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_NoiseTex ("Noise Texture (RG)", 2D) = "white" {}
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_MainTex ("Alpha (A)", 2D) = "white" {}
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_HeatTime ("Heat Time", range (0,1.5)) = 1
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_HeatForce ("Heat Force", range (0,0.1)) = 0.1
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}
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Category {
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Tags { "Queue"="Transparent+1" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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AlphaTest Greater .01
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Cull Off Lighting Off ZWrite Off
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SubShader {
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GrabPass {
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Name "BASE"
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Tags { "LightMode" = "Always" }
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}
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Pass {
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Name "BASE"
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Tags { "LightMode" = "Always" }
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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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#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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float4 uvgrab : TEXCOORD0;
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float2 uvmain : TEXCOORD1;
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};
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float _HeatForce;
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float _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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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
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o.uvgrab.zw = o.vertex.zw;
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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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sampler2D _GrabTexture;
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half4 frag( v2f i ) : COLOR
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{
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//noise effect
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half4 offsetColor1 = tex2D(_NoiseTex, i.uvmain + _Time.xz*_HeatTime);
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half4 offsetColor2 = tex2D(_NoiseTex, i.uvmain - _Time.yx*_HeatTime);
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i.uvgrab.x += ((offsetColor1.r + offsetColor2.r) - 1) * _HeatForce;
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i.uvgrab.y += ((offsetColor1.g + offsetColor2.g) - 1) * _HeatForce;
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half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
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//Skybox's alpha is zero, don't know why.
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col.a = 1.0f;
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half4 tint = tex2D( _MainTex, i.uvmain);
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return col*tint;
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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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