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132 lines
4.1 KiB
132 lines
4.1 KiB
3 years ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "KriptoFX/ME/DistortPerlin" {
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Properties{
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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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_BumpMap("Normalmap", 2D) = "bump" {}
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_PerlinNoise("Perlin Noise Map (r)", 2D) = "white" {}
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_DropWavesScale("Waves Scale (X) Height (YZ) Time (W)", Vector) = (1, 1, 1, 1)
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_NoiseScale("Noize Scale (XYZ) Height (W)", Vector) = (1, 1, 1, 0.2)
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_Speed("Distort Direction Speed (XY)", Vector) = (1,0,0,0)
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_FPOW("FPOW Fresnel", Float) = 5.0
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_R0("R0 Fresnel", Float) = 0.05
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_BumpAmt("Distortion Scale", Float) = 10
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}
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Category{
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Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull Back
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SubShader {
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GrabPass {
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"_GrabTexture"
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}
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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 target 3.0
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#include "UnityCG.cginc"
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sampler2D _BumpMap;
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sampler2D _PerlinNoise;
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sampler2D _GrabTexture;
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float4 _GrabTexture_TexelSize;
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float4 _TintColor;
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float4 _RimColor;
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float4 _Speed;
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float4 _DropWavesScale;
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float4 _NoiseScale;
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float4 _BumpMap_ST;
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float4 _Height_ST;
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float4 _LightColor0;
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float _BumpAmt;
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float _FPOW;
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float _R0;
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struct appdata_t {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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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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half4 vertex : POSITION;
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half2 uv_BumpMap : TEXCOORD0;
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half4 grab : TEXCOORD1;
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half3 viewDir : TEXCOORD3;
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fixed4 color : COLOR;
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half4 localPos : TEXCOORD4;
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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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//////// Displacemnt by noise texture (rgb) and drop waves (a)
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float4 oPos = UnityObjectToClipPos(v.vertex);
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float3 wpos = mul(unity_ObjectToWorld, v.vertex).xyz;
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float4 coordNoise = float4(wpos * _NoiseScale.xyz, 0);
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float4 coordDisplDrop = float4(wpos * _DropWavesScale.x, 0);
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float4 tex1 = tex2Dlod(_PerlinNoise, coordNoise + float4(_Time.x * 2, _Time.x * 4, _Time.x * 1.5, 0) * _DropWavesScale);
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float4 tex2 = tex2Dlod(_PerlinNoise, coordDisplDrop);
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v.vertex.xyz += v.normal * _DropWavesScale.y * (tex2.a * 2 - 0.5) * 0.01;
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v.vertex.xyz += v.normal*(_DropWavesScale.z * 0.005) + tex1.rgb * _NoiseScale.w - _NoiseScale.w / 2;
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o.vertex = UnityObjectToClipPos(v.vertex);
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//////////////////////////////////////////////////////////////
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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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oPos += o.vertex;
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o.grab.xy = (float2(oPos.x, oPos.y*scale) + oPos.w) * 0.5;
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o.grab.zw = oPos.w;
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#if UNITY_SINGLE_PASS_STEREO
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o.grab.xy = TransformStereoScreenSpaceTex(o.grab.xy, o.grab.w);
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#endif
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o.uv_BumpMap = TRANSFORM_TEX(v.texcoord, _BumpMap) + _Time.xx * _Speed.xy * _DropWavesScale;
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o.color = v.color;
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o.localPos = v.vertex;
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o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
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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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fixed3 normal = UnpackNormal(tex2D(_BumpMap, i.uv_BumpMap));
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#ifdef UNITY_UV_STARTS_AT_TOP
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half3 n = normalize(cross(ddx(i.localPos.xyz), ddy(i.localPos.xyz) * _ProjectionParams.x ));
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#else
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half3 n = normalize(cross(ddx(i.localPos.xyz), -ddy(i.localPos.xyz) * _ProjectionParams.x ));
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#endif
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half fresnelRim = saturate(1 - dot(n, i.viewDir));
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fresnelRim = pow(fresnelRim, _FPOW);
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fresnelRim = saturate(_R0 + (1.0 - _R0) * fresnelRim);
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fresnelRim = fresnelRim*fresnelRim + fresnelRim;
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half2 offset = normal.rg * _BumpAmt * _GrabTexture_TexelSize.xy * i.color.a;
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i.grab.xy = offset * i.grab.z + i.grab.xy;
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half4 col = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.grab));
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half3 emission = _RimColor * i.color.rgb * 2;
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emission = lerp(col.xyz * _TintColor.xyz, col.xyz * emission + emission / 2, saturate(fresnelRim));
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return fixed4(emission, _TintColor.a * i.color.a);
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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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}
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