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authorchai <chaifix@163.com>2020-10-27 19:38:53 +0800
committerchai <chaifix@163.com>2020-10-27 19:38:53 +0800
commit61fbc2cdd8368505c3c8ce893af020463cc2a669 (patch)
treeca98e978624b23912be535f595483322142f797d /Assets/Art/Vfx/Sword slash VFX/Shaders/Distortion.shader
parent8834c57999ce2e9d88262d5e7d2f31b65eaf3477 (diff)
*misc
Diffstat (limited to 'Assets/Art/Vfx/Sword slash VFX/Shaders/Distortion.shader')
-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Shaders/Distortion.shader148
1 files changed, 148 insertions, 0 deletions
diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Distortion.shader b/Assets/Art/Vfx/Sword slash VFX/Shaders/Distortion.shader
new file mode 100644
index 00000000..1439dfe7
--- /dev/null
+++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/Distortion.shader
@@ -0,0 +1,148 @@
+Shader "Hovl/Particles/Distortion"
+{
+ Properties
+ {
+ _NormalMap("Normal Map", 2D) = "bump" {}
+ _Distortionpower("Distortion power", Float) = 0.05
+ _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
+ }
+
+ Category
+ {
+ SubShader
+ {
+ Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
+ Blend SrcAlpha OneMinusSrcAlpha
+ Cull Off
+ Lighting Off
+ ZWrite Off
+ Fog { Mode Off}
+ GrabPass{ }
+
+ Pass {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma fragmentoption ARB_precision_hint_fastest
+ #pragma multi_compile_particles
+ #include "UnityCG.cginc"
+ uniform sampler2D_float _CameraDepthTexture;
+ uniform float _InvFade;
+ uniform sampler2D _GrabTexture;
+ uniform sampler2D _NormalMap;
+ uniform float4 _NormalMap_ST;
+ uniform float _Distortionpower;
+ uniform float4 _GrabTexture_TexelSize;
+
+ struct appdata_t
+ {
+ float4 vertex : POSITION;
+ fixed4 color : COLOR;
+ float4 texcoord : TEXCOORD0;
+ };
+
+ struct v2f
+ {
+ float4 vertex : SV_POSITION;
+ fixed4 color : COLOR;
+ float4 texcoord : TEXCOORD1;
+ float2 texcoord2 : TEXCOORD2;
+ #ifdef SOFTPARTICLES_ON
+ float4 projPos : TEXCOORD3;
+ #endif
+ };
+
+ v2f vert ( appdata_t v )
+ {
+ v2f o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ #ifdef SOFTPARTICLES_ON
+ o.projPos = ComputeScreenPos (o.vertex);
+ COMPUTE_EYEDEPTH(o.projPos.z);
+ #endif
+ o.color = v.color;
+
+ #if UNITY_UV_STARTS_AT_TOP
+ half scale = -1.0;
+ #else
+ half scale = 1.0;
+ #endif
+ o.texcoord.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
+ o.texcoord.zw = o.vertex.w;
+ #if UNITY_SINGLE_PASS_STEREO
+ o.texcoord.xy = TransformStereoScreenSpaceTex(o.texcoord.xy, o.texcoord.w);
+ #endif
+ o.texcoord.z /= distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, v.vertex));
+ o.texcoord2 = TRANSFORM_TEX( v.texcoord, _NormalMap );
+ return o;
+ }
+
+ fixed4 frag ( v2f i ) : SV_Target
+ {
+ #ifdef SOFTPARTICLES_ON
+ float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
+ float partZ = i.projPos.z;
+ float fade = saturate (_InvFade * (sceneZ-partZ));
+ i.color.a *= fade;
+ #endif
+
+ half3 tex2DNode14 = UnpackNormal(tex2D( _NormalMap, i.texcoord2));
+ half2 screenColor29 = tex2DNode14.rg;
+ half clampResult89 = (abs(tex2DNode14.r) + abs(tex2DNode14.g) * 30) - 0.03;
+ screenColor29 = screenColor29 * _GrabTexture_TexelSize.xy * _Distortionpower * i.color.a;
+ i.texcoord.xy = screenColor29 * i.texcoord.z + i.texcoord.xy;
+ half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.texcoord));
+ col.a = saturate(col.a * clampResult89);
+ return col;
+ }
+ ENDCG
+ }
+ }
+ }
+}
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