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85 lines
1.9 KiB
85 lines
1.9 KiB
// 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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