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102 lines
2.2 KiB
102 lines
2.2 KiB
// 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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