DistortionExternal.shader 2.4 KB

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  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. //扭曲外扩
  3. Shader "YXJ/Effect/DistortionExternal" {
  4. Properties{
  5. _Alpha("Alpha", range(0,1)) = 1
  6. _MaskTex("Mask Tex (A)", 2D) = "white" {}
  7. _NoiseTex("Noise Texture (RG)", 2D) = "white" {}
  8. _HeatTime("Heat Time", range(0,1.5)) = 1
  9. _HeatForce("Heat Force", range(0,5)) = 0.1
  10. _CutAlpha("小于此alpha 跟着顶点a做渐变", range(0,1)) = 0.3
  11. }
  12. Category{
  13. Tags{ "Queue" = "Transparent+100" "IgnoreProjector" = "True" "RenderType" = "Transparent" "LightMode" = "Grab_YXJ" }
  14. Cull Off Lighting Off ZWrite Off
  15. SubShader{
  16. LOD 300
  17. Blend SrcAlpha OneMinusSrcAlpha
  18. AlphaTest Greater .01
  19. Pass{
  20. HLSLPROGRAM
  21. #pragma vertex vert
  22. #pragma fragment frag
  23. #pragma fragmentoption ARB_precision_hint_fastest
  24. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  25. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  26. struct appdata_t {
  27. float4 vertex : POSITION;
  28. half4 color : COLOR;
  29. float2 texcoord: TEXCOORD0;
  30. };
  31. struct v2f {
  32. float4 vertex : SV_POSITION;
  33. half4 color : COLOR;
  34. float2 uvMask : TEXCOORD0;
  35. float4 uvGrab : TEXCOORD1;
  36. };
  37. sampler2D _MaskTex;
  38. float4 _MaskTex_ST;
  39. sampler2D _NoiseTex;
  40. float4 _NoiseTex_ST;
  41. half _HeatTime;
  42. half _HeatForce;
  43. half _Alpha;
  44. half _CutAlpha;
  45. SAMPLER(_CameraTransparentTexture);
  46. v2f vert(appdata_t v)
  47. {
  48. v2f o;
  49. o.vertex = TransformObjectToHClip(v.vertex);
  50. o.color = v.color;
  51. o.uvMask = TRANSFORM_TEX(v.texcoord, _MaskTex);
  52. #if UNITY_UV_STARTS_AT_TOP
  53. float scale = -1.0;
  54. #else
  55. float scale = 1.0;
  56. #endif
  57. o.uvGrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
  58. o.uvGrab.zw = o.vertex.zw;
  59. return o;
  60. }
  61. half4 frag(v2f i) : COLOR
  62. {
  63. //noise effect, 外扩
  64. half4 offsetColor1 = tex2D(_NoiseTex, i.uvMask - _Time.xz * _HeatTime);
  65. i.uvGrab.x += ((offsetColor1.r + offsetColor1.r) - 1) * _HeatForce;
  66. i.uvGrab.y += ((offsetColor1.g + offsetColor1.g) - 1) * _HeatForce;
  67. half4 grab = tex2D(_CameraTransparentTexture, i.uvGrab.xy / i.uvGrab.w);
  68. half4 mask = tex2D(_MaskTex, i.uvMask);
  69. half maskA = min(mask.r, mask.a) * _Alpha;
  70. if(i.color.a < _CutAlpha) maskA = maskA * i.color.a;
  71. return half4(grab.rgb, maskA);
  72. }
  73. ENDHLSL
  74. }
  75. }
  76. }
  77. }