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53 lines
964 B
53 lines
964 B
Shader "Hidden/Twirt Effect Shader" { |
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Properties { |
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_MainTex ("Base (RGB)", 2D) = "white" {} |
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} |
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SubShader { |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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uniform sampler2D _MainTex; |
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uniform float4 _MainTex_TexelSize; |
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half4 _MainTex_ST; |
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uniform float4 _CenterRadius; |
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uniform float4x4 _RotationMatrix; |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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}; |
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v2f vert( appdata_img v ) |
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{ |
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v2f o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = v.texcoord - _CenterRadius.xy; |
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return o; |
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} |
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float4 frag (v2f i) : SV_Target |
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{ |
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float2 offset = i.uv; |
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float2 distortedOffset = MultiplyUV (_RotationMatrix, offset.xy); |
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float2 tmp = offset / _CenterRadius.zw; |
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float t = min (1, length(tmp)); |
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offset = lerp (distortedOffset, offset, t); |
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offset += _CenterRadius.xy; |
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return tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(offset, _MainTex_ST)); |
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} |
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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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