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- // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "FORGE3D/Warp Tunnel Distortion" {
- Properties {
- _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
-
- _Speed("UV Speed", Float) = 1.0
- _WiggleX("_WiggleX", Float) = 1.0
- _WiggleY("_WiggleY", Float) = 1.0
- _WiggleDist("Wiggle distance", Float) = 1.0
- _Offset("Vertex offset", float) = 0
- _TintColor("Tint", Color) = (1.0, 1.0, 1.0, 1.0)
-
- _MainTex("Distortion map", 2D) = "" {}
- _Dist("Distortion ammount", Float) = 10.0
-
- }
- Category {
- Tags { "Queue"="Transparent+1" "RenderType"="Transparent" }
- Cull Back Lighting Off ZWrite Off
- Fog { Color (0,0,0,0) }
- ZTest LEqual
-
- SubShader {
- GrabPass {
- Name "BASE"
- Tags { "LightMode" = "Always" }
- }
- Pass {
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_particles
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- fixed4 _TintColor;
-
- struct appdata_t {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float4 normal : NORMAL;
- };
- struct v2f {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float4 posWorld : TEXCOORD1;
- float4 uvgrab : TEXCOORD2;
- float4 projPos : TEXCOORD3;
-
- };
-
- float4 _MainTex_ST;
- float _Speed;
-
- float _WiggleX, _WiggleY, _WiggleDist;
- float _Offset;
- float _Dist;
- sampler2D _CameraDepthTexture;
- float _InvFade;
- sampler2D _GrabTexture;
- float4 _GrabTexture_TexelSize;
- v2f vert (appdata_t v)
- {
- v2f o;
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- v.vertex.xyz += normalize(v.normal.xyz) * _Offset;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.vertex.x += sin(_Time.y * _WiggleX) * _WiggleDist;
- o.vertex.y -= sin(_Time.y * _WiggleY) * _WiggleDist;
- o.color = v.color;
- o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
- o.projPos = ComputeScreenPos (o.vertex);
- COMPUTE_EYEDEPTH(o.projPos.z);
- #if UNITY_UV_STARTS_AT_TOP
- float scale = -1.0;
- #else
- float scale = 1.0;
- #endif
- o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
- o.uvgrab.zw = o.vertex.zw;
- return o;
- }
-
-
- fixed4 frag (v2f i) : SV_Target
- {
-
- i.texcoord.y += _Time.x * _Speed;
-
- float4 packedTex = tex2D(_MainTex, i.texcoord);
- float local1 = packedTex.z * 2.4;
- float2 local2 = packedTex.rg * 2.25;
- packedTex.rg = local1 * local2;
- half2 bump = UnpackNormal(packedTex).rg;
- float2 offset = bump * _Dist * _GrabTexture_TexelSize.xy;
- i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
-
- half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
- return col;
- }
- ENDCG
- }
- }
- }
- }
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