PortalView.shader
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Knife/PortalView"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
[NoScaleOffset][Normal]_DistortionMap1("DistortionMap1", 2D) = "bump" {}
[NoScaleOffset][Normal]_DistortionMap2("DistortionMap2", 2D) = "bump" {}
_DistortionTiling1("DistortionTiling1", Float) = 1
_DistortionTiling2("DistortionTiling2", Float) = 1
_DistortionAmount1("DistortionAmount1", Float) = 1
_DistortionAmount2("DistortionAmount2", Float) = 1
_DistrotionSpeed1("DistrotionSpeed1", Vector) = (0,0,0,0)
_DistrotionSpeed2("DistrotionSpeed2", Vector) = (0,0,0,0)
_TotalDistortionAmount("TotalDistortionAmount", Float) = 0
_DistrotionDistanceSoftness("DistrotionDistanceSoftness", Range( 0 , 1)) = 0
_DistrotionDistanceMul("DistrotionDistanceMul", Float) = 0
_OpacityMap("OpacityMap", 2D) = "white" {}
_Opacity("Opacity", Range( 0 , 1)) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
Cull Back
CGINCLUDE
#include "UnityStandardUtils.cginc"
#include "UnityShaderVariables.cginc"
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
struct Input
{
float4 screenPos;
float3 worldPos;
float2 uv_texcoord;
};
uniform sampler2D _MainTex;
uniform float _DistortionAmount1;
uniform sampler2D _DistortionMap1;
uniform float2 _DistrotionSpeed1;
uniform float _DistortionTiling1;
uniform float _DistortionAmount2;
uniform sampler2D _DistortionMap2;
uniform float2 _DistrotionSpeed2;
uniform float _DistortionTiling2;
uniform float _TotalDistortionAmount;
uniform float _DistrotionDistanceSoftness;
uniform float _DistrotionDistanceMul;
uniform sampler2D _OpacityMap;
uniform float4 _OpacityMap_ST;
uniform float _Opacity;
inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
{
return half4 ( 0, 0, 0, s.Alpha );
}
void surf( Input i , inout SurfaceOutput o )
{
float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) );
float2 temp_output_27_0 = (ase_vertex3Pos).xz;
float2 panner9 = ( 1.0 * _Time.y * _DistrotionSpeed1 + ( temp_output_27_0 * _DistortionTiling1 ));
float2 panner16 = ( 1.0 * _Time.y * _DistrotionSpeed2 + ( temp_output_27_0 * _DistortionTiling2 ));
float clampResult41 = clamp( ( ase_screenPosNorm.z * _DistrotionDistanceMul ) , 0.0 , 1.0 );
float smoothstepResult45 = smoothstep( 0.0 , _DistrotionDistanceSoftness , clampResult41);
o.Emission = tex2D( _MainTex, ( (ase_screenPosNorm).xy + ( ( (UnpackScaleNormal( tex2D( _DistortionMap1, panner9 ), _DistortionAmount1 )).xy + (UnpackScaleNormal( tex2D( _DistortionMap2, panner16 ), _DistortionAmount2 )).xy ) * _TotalDistortionAmount * ( 1.0 - smoothstepResult45 ) ) ) ).rgb;
float2 uv_OpacityMap = i.uv_texcoord * _OpacityMap_ST.xy + _OpacityMap_ST.zw;
o.Alpha = ( tex2D( _OpacityMap, uv_OpacityMap ).a * _Opacity );
}
ENDCG
CGPROGRAM
#pragma surface surf Unlit alpha:fade keepalpha fullforwardshadows
ENDCG
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_shadowcaster
#pragma multi_compile UNITY_PASS_SHADOWCASTER
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#include "HLSLSupport.cginc"
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
sampler3D _DitherMaskLOD;
struct v2f
{
V2F_SHADOW_CASTER;
float2 customPack1 : TEXCOORD1;
float3 worldPos : TEXCOORD2;
float4 screenPos : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
Input customInputData;
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
o.customPack1.xy = customInputData.uv_texcoord;
o.customPack1.xy = v.texcoord;
o.worldPos = worldPos;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
o.screenPos = ComputeScreenPos( o.pos );
return o;
}
half4 frag( v2f IN
#if !defined( CAN_SKIP_VPOS )
, UNITY_VPOS_TYPE vpos : VPOS
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
Input surfIN;
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
surfIN.uv_texcoord = IN.customPack1.xy;
float3 worldPos = IN.worldPos;
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
surfIN.worldPos = worldPos;
surfIN.screenPos = IN.screenPos;
SurfaceOutput o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutput, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
clip( alphaRef - 0.01 );
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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