190 lines
3.8 KiB
Plaintext
190 lines
3.8 KiB
Plaintext
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Shader "Mirza Beig/Particles/Distortion/Add"
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{
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Properties
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{
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_opacity ("Opacity", range(0.0, 2.0)) = 0.5
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_MainTex ("Distortion Texture", 2D) = "white" {}
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_InvFade ("Soft Particles Factor", Range(0.01, 8.0)) = 1.0
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_distortion ("Distortion", range(0.0, 1000.0)) = 10.0
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}
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Category
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{
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// Transparent = other objects drawn before this one.
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend SrcAlpha One
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AlphaTest Greater .01
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ColorMask RGB
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Cull Off Lighting Off ZWrite Off
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SubShader {
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// Grab screen behind object into a texture.
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// Accessed in next pass in _GrabTexture.
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GrabPass
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{
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Name "BASE"
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Tags { "LightMode" = "Always" }
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}
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// Preturb texture from above using bump map.
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Pass
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{
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Name "BASE"
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Tags { "LightMode" = "Always"
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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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#include "UnityCG.cginc"
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sampler2D _MainTex;
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// ...
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struct appdata_t
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{
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fixed4 color : COLOR;
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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// ...
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struct v2f
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{
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fixed4 color : COLOR;
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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#ifdef SOFTPARTICLES_ON
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float4 uv_depth : TEXCOORD1;
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#endif
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float4 uv_grab : TEXCOORD2;
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UNITY_FOG_COORDS(4)
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};
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// ...
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef SOFTPARTICLES_ON
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o.uv_depth = ComputeScreenPos(o.vertex);
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COMPUTE_EYEDEPTH(o.uv_depth.z);
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#endif
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o.color = v.color;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.uv_grab.zw = o.vertex.zw;
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o.uv_grab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5f;
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UNITY_TRANSFER_FOG(o, o.vertex);
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return o;
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}
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sampler2D_float _CameraDepthTexture;
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float _InvFade;
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float _distortion;
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sampler2D _GrabTexture;
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float4 _GrabTexture_TexelSize;
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float _opacity;
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// ...
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fixed4 frag (v2f i) : SV_Target
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{
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// Get texture alpha mask.
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float4 texColour = tex2D(_MainTex, i.uv);
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float opacity = texColour.a * _opacity;
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// Soft particles.
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#ifdef SOFTPARTICLES_ON
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// Scene depth.
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//float sceneZ = LinearEyeDepth(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.uv_depth)).r);
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float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.uv_depth)));
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// Distance to the camera.
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float partZ = i.uv_depth.z;
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// Soft particles (soft factor).
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// "Comparing depth values of the particle with depth values of world geometry (in view space)." - Special Effects with Depth (Siggraph, 2011).
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// float softFactor = saturate((depthEye - zEye) * fade)
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// Inverse fade: 0.0f = off.
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opacity *= saturate(_InvFade * (sceneZ - partZ));
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#endif
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// Input colour.
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opacity *= i.color.a;
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//opacity *= i.color.a * 2.0f;
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// Distortion.
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texColour.rg *= texColour.b * 5;
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half2 bump = UnpackNormal(texColour).rg;
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float2 offset = bump * _distortion * _GrabTexture_TexelSize.xy;
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i.uv_grab.xy = offset * i.uv_grab.z + i.uv_grab.xy;
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half4 distortionColour = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uv_grab));
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distortionColour.a = opacity;
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// Fog towards black (additive black = nothing).
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//UNITY_APPLY_FOG_COLOR(i.fogCoord, distortionColour, fixed4(0.0f, 0.0f, 0.0f, 0.0f));
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return distortionColour;
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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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}
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