Shader "KriptoFX/FPS_Pack/Distortion" { Properties { [HDR]_TintColor("Tint Color", Color) = (0,0,0,1) _BaseTex("Base (RGB) Gloss (A)", 2D) = "black" {} [HDR]_MainColor("Main Color", Color) = (1,1,1,1) _MainTex ("Normalmap & CutOut", 2D) = "black" {} _BumpAmt ("Distortion", Float) = 1 _InvFade ("Soft Particles Factor", Float) = 0.5 } SubShader { Tags{ "Queue" = "Transparent-10" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha Cull Off ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord: TEXCOORD0; fixed4 color : COLOR; }; struct v2f { float4 vertex : POSITION; float4 uvgrab : TEXCOORD0; float2 uvbump : TEXCOORD1; fixed4 color : COLOR; #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD3; #endif }; sampler2D _MainTex; sampler2D _BaseTex; half4 _TintColor; half4 _MainColor; float _BumpAmt; sampler2D _CameraOpaqueTexture; float4 _MainTex_ST; 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 float scale = -1.0; #else float scale = 1.0; #endif o.uvgrab = ComputeGrabScreenPos(o.vertex); o.uvbump = TRANSFORM_TEX( v.texcoord, _MainTex ); return o; } sampler2D _CameraDepthTexture; float _InvFade; half4 frag( v2f i ) : COLOR { #ifdef SOFTPARTICLES_ON float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); float partZ = i.projPos.z; float fade = saturate (_InvFade * (sceneZ-partZ)); fade = _InvFade < 0.01 ? 1 : fade; i.color.a *= fade; #endif half3 bump = UnpackNormal(tex2D( _MainTex, i.uvbump )); half alphaBump = saturate((0.94 - pow(bump.z, 127)) * 5); i.uvgrab.xy = bump.rg * i.color.a * alphaBump * _BumpAmt + i.uvgrab.xy; half4 grab = tex2Dlod(_CameraOpaqueTexture, float4(i.uvgrab.xy / i.uvgrab.w, 0, 0)) * _MainColor; grab.a = saturate(grab.a * alphaBump); return grab; } ENDCG } } }