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60 lines
1.0 KiB
60 lines
1.0 KiB
Shader "Hidden/ImageDistort" |
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{ |
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Properties |
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{ |
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_MainTex ("Texture", 2D) = "white" {} |
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_DistortTex ("Distort Texture", 2D) = "white" {} |
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_DistortScale ("Distort Scale",Range(0,1)) = 1.0 |
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} |
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SubShader |
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{ |
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// No culling or depth |
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Cull Off ZWrite Off ZTest Always |
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Tags { } |
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Pass |
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{ |
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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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sampler2D _MainTex; |
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sampler2D _DistortTex; |
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float _DistortScale; |
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struct appdata |
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{ |
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float4 vertex : POSITION; |
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float2 uv : TEXCOORD0; |
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}; |
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struct v2f |
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{ |
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float2 uv : TEXCOORD0; |
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float4 vertex : SV_POSITION; |
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}; |
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v2f vert (appdata 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.uv = v.uv; |
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return o; |
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} |
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fixed4 frag (v2f i) : SV_Target |
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{ |
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//i.uv = abs(0.5-i.uv); |
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fixed4 noise = tex2D(_DistortTex,i.uv); |
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i.uv = i.uv + (0.5-noise.r) * _DistortScale*0.1; |
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fixed4 col = tex2D(_MainTex, i.uv); |
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// just invert the colors |
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//col.rgb = 1 - col.rgb; |
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return col; |
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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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