Files
PrinceOfGlory/Assets/JGW/Vfx/Shaders/PortalsFX2_DistShader.shader
kridoo 6e91a0c7f0 111
2025-09-15 17:32:08 +08:00

105 lines
2.6 KiB
Plaintext

Shader "PortalsFX2/DistortionCutout"
{
Properties
{
[HDR]_TintColor("TintColor", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
[Toggle(USE_ALPHA_CUTOUT)] _UseAlphaCutout ("Use Alpha Cutout from PS", int) = 0
_CutoutTex("Cutout Texture", 2D) = "white" {}
_DistTex("Distortion Texture", 2D) = "white" {}
_DistStrength("Distortion Strength", Vector) = (1,1,1,1)
_SoftFade("Soft Fade", Float) = 3
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#pragma multi_compile_fog
#pragma shader_feature USE_ALPHA_CUTOUT
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
float4 color : COLOR0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 cutoutUV : TEXCOORD1;
float2 rotation : TEXCOORD2;
float4 color : COLOR0;
UNITY_FOG_COORDS(3)
float2 uvDistort : TEXCOORD4;
float4 screenPos : TEXCOORD5;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _CutoutTex;
sampler2D _DistTex;
float4 _MainTex_ST;
float4 _CutoutTex_ST;
float4 _DistTex_ST;
float4 _TintColor;
float4 _DistStrength;
float _SoftFade;
sampler2D _CameraDepthTexture;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv.xy, _MainTex);
o.cutoutUV = TRANSFORM_TEX(v.uv.xy, _CutoutTex);
o.uvDistort = TRANSFORM_TEX(v.uv.xy, _DistTex);
o.color = v.color;
o.rotation = v.uv.zw;
o.screenPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.screenPos.z);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half fade = 1;
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos))));
float partZ = i.screenPos.z;
fade = saturate(_SoftFade * (sceneZ - partZ));
fade = _SoftFade > 0.01 ? fade : 1;
#endif
half2 distort = tex2D(_DistTex, i.uvDistort + _Time.x * _DistStrength.zw) * _DistStrength.xy;
fixed4 col = tex2D(_MainTex, i.uv + i.rotation + distort);
col = 2 * col * _TintColor * i.color;
#if USE_ALPHA_CUTOUT
half cut = tex2D(_CutoutTex, i.cutoutUV - i.rotation);
col.a = saturate(col.a * 4) * step(cut - i.color.a, col.a);
#endif
UNITY_APPLY_FOG(i.fogCoord, col);
col.a = saturate(col.a * fade);
return col;
}
ENDCG
}
}
}