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128 lines
4.2 KiB
128 lines
4.2 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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Shader "KriptoFX/ME/DistortPerlinMobile" { |
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Properties{ |
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_TintColor("Main Color", Color) = (1,1,1,1) |
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[HDR]_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 On |
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Cull Off |
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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 target 3.0 |
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#pragma multi_compile DISTORT_ON DISTORT_OFF |
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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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half _GrabTextureScale; |
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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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oPos += o.vertex; |
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o.grab.xy = (float2(oPos.x, oPos.y * _ProjectionParams.x) + 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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#ifdef DISTORT_OFF |
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return 0; |
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#endif |
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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 * _GrabTextureScale; |
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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; |
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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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} |