2025-09-24 11:24:38 +05:00

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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
}
}
}