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