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148 lines
6.8 KiB
148 lines
6.8 KiB
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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