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148 lines
6.8 KiB
148 lines
6.8 KiB
3 years ago
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Shader "Hovl/Particles/Distortion"
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{
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Properties
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{
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_NormalMap("Normal Map", 2D) = "bump" {}
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_Distortionpower("Distortion power", Float) = 0.05
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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}
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Category
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{
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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Lighting Off
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ZWrite Off
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Fog { Mode Off}
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GrabPass{ }
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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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uniform sampler2D_float _CameraDepthTexture;
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uniform float _InvFade;
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uniform sampler2D _GrabTexture;
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uniform sampler2D _NormalMap;
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uniform float4 _NormalMap_ST;
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uniform float _Distortionpower;
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uniform float4 _GrabTexture_TexelSize;
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struct appdata_t
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{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD3;
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#endif
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};
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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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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos (o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
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o.color = v.color;
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#if UNITY_UV_STARTS_AT_TOP
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half scale = -1.0;
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#else
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half scale = 1.0;
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#endif
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o.texcoord.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
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o.texcoord.zw = o.vertex.w;
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#if UNITY_SINGLE_PASS_STEREO
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o.texcoord.xy = TransformStereoScreenSpaceTex(o.texcoord.xy, o.texcoord.w);
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#endif
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o.texcoord.z /= distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, v.vertex));
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o.texcoord2 = TRANSFORM_TEX( v.texcoord, _NormalMap );
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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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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float partZ = i.projPos.z;
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float fade = saturate (_InvFade * (sceneZ-partZ));
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i.color.a *= fade;
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#endif
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half3 tex2DNode14 = UnpackNormal(tex2D( _NormalMap, i.texcoord2));
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half2 screenColor29 = tex2DNode14.rg;
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half clampResult89 = (abs(tex2DNode14.r) + abs(tex2DNode14.g) * 30) - 0.03;
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screenColor29 = screenColor29 * _GrabTexture_TexelSize.xy * _Distortionpower * i.color.a;
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i.texcoord.xy = screenColor29 * i.texcoord.z + i.texcoord.xy;
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half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.texcoord));
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col.a = saturate(col.a * clampResult89);
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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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}
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/*ASEBEGIN
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Version=15401
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764;92;877;655;1734.839;1034.898;1.545907;True;True
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Node;AmplifyShaderEditor.SamplerNode;14;-1463.593,-612.4862;Float;True;Property;_NormalMap;Normal Map;1;0;Create;True;0;0;False;0;c77ad51b9c5e4a440b6c122953ce0dfc;c77ad51b9c5e4a440b6c122953ce0dfc;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.AbsOpNode;79;-1125.91,-499.2636;Float;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.AbsOpNode;101;-1130.615,-262.5767;Float;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;84;-837.6768,-190.3634;Float;False;Constant;_Float1;Float 1;2;0;Create;True;0;0;False;0;30;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;80;-897.4952,-501.049;Float;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;102;-654.9815,-422.7797;Float;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;82;-613.9226,-177.3736;Float;False;Constant;_Float0;Float 0;2;0;Create;True;0;0;False;0;0.2;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleSubtractOpNode;81;-396.7346,-359.6836;Float;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ComponentMaskNode;36;-480.6686,-614.95;Float;True;True;True;False;False;1;0;FLOAT3;0,0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.RangedFloatNode;12;-240.5315,-514.8548;Float;False;Property;_Distortionpower;Distortion power;0;0;Create;True;0;0;False;0;0.05;4;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.ClampOpNode;89;-164.2401,-354.9835;Float;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GrabScreenPosition;85;-763.2303,-813.5652;Float;False;0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;91;3.543352,-587.3339;Float;False;3;3;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.ComponentMaskNode;86;-430.4041,-832.9164;Float;True;True;True;False;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;87;163.4362,-654.8883;Float;True;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.ComponentMaskNode;104;501.661,-611.1464;Float;False;True;True;True;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.ScreenColorNode;29;751.0516,-829.6149;Float;False;Global;_GrabScreen0;Grab Screen 0;4;0;Create;True;0;0;False;0;Object;-1;False;False;1;0;FLOAT2;0,0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.VertexColorNode;49;750.7663,-657.1718;Float;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;97;1001.457,-721.0015;Float;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;69;1175.819,-706.8605;Float;False;True;2;Float;ASEMaterialInspector;0;6;Distortion2;0b6a9f8b4f707c74ca64c0be8e590de0;0;0;SubShader 0 Pass 0;2;True;2;5;False;-1;10;False;-1;0;5;False;-1;10;False;-1;False;True;2;False;-1;True;True;True;True;False;0;False;-1;False;True;2;False;-1;True;3;False;-1;False;True;4;Queue=Transparent;IgnoreProjector=True;RenderType=Transparent;PreviewType=Plane;False;0;False;False;False;False;False;False;False;False;False;True;0;0;;0;2;0;FLOAT4;0,0,0,0;False;1;FLOAT3;0,0,0;False;0
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WireConnection;79;0;14;1
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WireConnection;101;0;14;2
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WireConnection;80;0;79;0
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WireConnection;80;1;101;0
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WireConnection;102;0;80;0
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WireConnection;102;1;84;0
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WireConnection;81;0;102;0
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WireConnection;81;1;82;0
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WireConnection;36;0;14;0
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WireConnection;89;0;81;0
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WireConnection;91;0;36;0
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WireConnection;91;1;12;0
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WireConnection;91;2;89;0
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WireConnection;86;0;85;0
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WireConnection;87;0;86;0
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WireConnection;87;1;91;0
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WireConnection;104;0;87;0
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WireConnection;29;0;104;0
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WireConnection;97;0;29;0
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WireConnection;97;1;49;0
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WireConnection;69;0;97;0
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ASEEND*/
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//CHKSM=E071BF2A900CD0332D04C068E64CF91BB363761C
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