106 lines
2.5 KiB
Plaintext
106 lines
2.5 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Effect/distortion_mask" {
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Properties {
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_DisplacementTex ("Displacement Tex(RG)", 2D) = "white" {}
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_MainTex("Mask(A) ", 2D) = "white" {}
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_StrengthX ("Disp Strength X", Float) = 1
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_StrengthY ("Disp Strength Y", Float) = -1
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_DisplacementScrollSpeedX("Disp Scroll Speed X", Float) = 0
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_DisplacementScrollSpeedY("Disp Scroll Speed Y", Float) = 0
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}
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Category {
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Tags { "Queue"="Transparent+3000" "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 target 2.0
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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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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fixed4 color : COLOR;
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float4 uvgrab : TEXCOORD0;
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float2 uvmain : TEXCOORD1;
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};
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half _DisplacementScrollSpeedX;
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half _DisplacementScrollSpeedY;
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half _StrengthX;
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half _StrengthY;
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float4 _DisplacementTex_ST;
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sampler2D _DisplacementTex;
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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, _DisplacementTex);
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o.color = v.color;
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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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half2 uvOffset = half2(_Time.y*_DisplacementScrollSpeedX, _Time.y*_DisplacementScrollSpeedY);
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half4 colOffset = tex2D(_DisplacementTex, i.uvmain + uvOffset);
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i.uvgrab.x += colOffset.r * _StrengthX;
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i.uvgrab.y += colOffset.g * _StrengthY;
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half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
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col.a = i.color.a;
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fixed4 tint = tex2D(_MainTex, i.uvmain);
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col.a *= tint.a;
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col.a *= tint.r;
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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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// 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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