Eff_Distortion.shader 7.5 KB

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  1. // Shader created with Shader Forge v1.37
  2. // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
  3. // Note: Manually altering this data may prevent you from opening it in Shader Forge
  4. /*SF_DATA;ver:1.37;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:9361,x:33209,y:32712,varname:node_9361,prsc:2|alpha-3832-OUT,refract-2733-OUT;n:type:ShaderForge.SFN_Tex2d,id:6915,x:32220,y:32817,ptovrint:False,ptlb:Tex,ptin:_Tex,varname:node_6915,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False|UVIN-5877-OUT;n:type:ShaderForge.SFN_Append,id:1254,x:32503,y:32793,varname:node_1254,prsc:2|A-6915-R,B-6915-G;n:type:ShaderForge.SFN_Multiply,id:2733,x:32779,y:32862,varname:node_2733,prsc:2|A-1254-OUT,B-6915-A,C-7735-OUT,D-2111-A;n:type:ShaderForge.SFN_Vector1,id:3832,x:32938,y:32800,varname:node_3832,prsc:2,v1:0;n:type:ShaderForge.SFN_Slider,id:7735,x:32295,y:33128,ptovrint:False,ptlb:Intensity,ptin:_Intensity,varname:node_7735,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_VertexColor,id:2111,x:32503,y:32607,varname:node_2111,prsc:2;n:type:ShaderForge.SFN_TexCoord,id:8308,x:31327,y:32622,varname:node_8308,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Add,id:2801,x:31774,y:32724,varname:node_2801,prsc:2|A-8308-UVOUT,B-8541-OUT;n:type:ShaderForge.SFN_Time,id:2748,x:31272,y:32854,varname:node_2748,prsc:2;n:type:ShaderForge.SFN_Multiply,id:8541,x:31728,y:32928,varname:node_8541,prsc:2|A-2748-T,B-8256-OUT;n:type:ShaderForge.SFN_Append,id:8256,x:31532,y:33055,varname:node_8256,prsc:2|A-6188-OUT,B-2639-OUT;n:type:ShaderForge.SFN_ValueProperty,id:6188,x:31286,y:33085,ptovrint:False,ptlb:U_speed,ptin:_U_speed,varname:node_6188,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_ValueProperty,id:2639,x:31286,y:33174,ptovrint:False,ptlb:V_speed,ptin:_V_speed,varname:_U_speed_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_SwitchProperty,id:5877,x:32009,y:32703,ptovrint:False,ptlb:ani_TorF,ptin:_ani_TorF,varname:node_5877,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,on:False|A-8308-UVOUT,B-2801-OUT;proporder:6915-7735-6188-2639-5877;pass:END;sub:END;*/
  5. Shader "Shader Forge/Eff_Distortion" {
  6. Properties {
  7. _Tex ("Tex", 2D) = "white" {}
  8. _Intensity ("Intensity", Range(0, 1)) = 0
  9. _U_speed ("U_speed", Float ) = 0
  10. _V_speed ("V_speed", Float ) = 0
  11. [MaterialToggle] _ani_TorF ("ani_TorF", Float ) = 0
  12. [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
  13. }
  14. SubShader {
  15. Tags {
  16. "IgnoreProjector"="True"
  17. "Queue"="Transparent"
  18. "RenderType"="Transparent"
  19. }
  20. GrabPass{ }
  21. Pass {
  22. Name "FORWARD"
  23. Tags {
  24. "LightMode"="ForwardBase"
  25. }
  26. Blend SrcAlpha OneMinusSrcAlpha
  27. Cull Off
  28. ZWrite Off
  29. CGPROGRAM
  30. #pragma vertex vert
  31. #pragma fragment frag
  32. #define UNITY_PASS_FORWARDBASE
  33. #include "UnityCG.cginc"
  34. #pragma multi_compile_fwdbase
  35. //#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal
  36. #pragma target 3.0
  37. uniform sampler2D _GrabTexture;
  38. uniform float4 _TimeEditor;
  39. uniform sampler2D _Tex; uniform float4 _Tex_ST;
  40. uniform float _Intensity;
  41. uniform float _U_speed;
  42. uniform float _V_speed;
  43. uniform fixed _ani_TorF;
  44. struct VertexInput {
  45. float4 vertex : POSITION;
  46. float2 texcoord0 : TEXCOORD0;
  47. float4 vertexColor : COLOR;
  48. };
  49. struct VertexOutput {
  50. float4 pos : SV_POSITION;
  51. float2 uv0 : TEXCOORD0;
  52. float4 screenPos : TEXCOORD1;
  53. float4 vertexColor : COLOR;
  54. };
  55. VertexOutput vert (VertexInput v) {
  56. VertexOutput o = (VertexOutput)0;
  57. o.uv0 = v.texcoord0;
  58. o.vertexColor = v.vertexColor;
  59. o.pos = UnityObjectToClipPos( v.vertex );
  60. o.screenPos = o.pos;
  61. return o;
  62. }
  63. float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
  64. float isFrontFace = ( facing >= 0 ? 1 : 0 );
  65. float faceSign = ( facing >= 0 ? 1 : -1 );
  66. #if UNITY_UV_STARTS_AT_TOP
  67. float grabSign = -_ProjectionParams.x;
  68. #else
  69. float grabSign = _ProjectionParams.x;
  70. #endif
  71. i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 );
  72. i.screenPos.y *= _ProjectionParams.x;
  73. float4 node_2748 = _Time + _TimeEditor;
  74. float2 _ani_TorF_var = lerp( i.uv0, (i.uv0+(node_2748.g*float2(_U_speed,_V_speed))), _ani_TorF );
  75. float4 _Tex_var = tex2D(_Tex,TRANSFORM_TEX(_ani_TorF_var, _Tex));
  76. float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + (float2(_Tex_var.r,_Tex_var.g)*_Tex_var.a*_Intensity*i.vertexColor.a);
  77. float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
  78. ////// Lighting:
  79. float3 finalColor = 0;
  80. fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,0.0),1);
  81. return finalRGBA;
  82. }
  83. ENDCG
  84. }
  85. Pass {
  86. Name "ShadowCaster"
  87. Tags {
  88. "LightMode"="ShadowCaster"
  89. }
  90. Offset 1, 1
  91. Cull Off
  92. CGPROGRAM
  93. #pragma vertex vert
  94. #pragma fragment frag
  95. #define UNITY_PASS_SHADOWCASTER
  96. #include "UnityCG.cginc"
  97. #include "Lighting.cginc"
  98. #pragma fragmentoption ARB_precision_hint_fastest
  99. #pragma multi_compile_shadowcaster
  100. #pragma multi_compile_fog
  101. //#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal
  102. #pragma target 3.0
  103. struct VertexInput {
  104. float4 vertex : POSITION;
  105. };
  106. struct VertexOutput {
  107. V2F_SHADOW_CASTER;
  108. };
  109. VertexOutput vert (VertexInput v) {
  110. VertexOutput o = (VertexOutput)0;
  111. o.pos = UnityObjectToClipPos( v.vertex );
  112. TRANSFER_SHADOW_CASTER(o)
  113. return o;
  114. }
  115. float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
  116. float isFrontFace = ( facing >= 0 ? 1 : 0 );
  117. float faceSign = ( facing >= 0 ? 1 : -1 );
  118. SHADOW_CASTER_FRAGMENT(i)
  119. }
  120. ENDCG
  121. }
  122. }
  123. //FallBack "Diffuse"
  124. }