UPF/Assets/NEW VFX TO CHECK/Shaders/Particles/Distortion/Distortion-Add.shader

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