ASE Shader 实现热空气扭曲效果(局部,不是屏幕后处理)
2022-09-01 本文已影响0人
Boyce_Lig
Snipaste_2022-09-02_17-07-17.png
附上源代码
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Custom/Effect/ScreenDistorted"
{
Properties
{
_NoiseTexture("Noise Texture", 2D) = "white" {}
[PowerSlider(3)]_DistortStrength("Distort Strength", Range( 0 , 0.1)) = 0
_DistortTimeFactor("Distort Time Factor", Float) = 0.324
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent+100" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend SrcAlpha OneMinusSrcAlpha
AlphaToMask Off
Cull Back
ColorMask RGB
ZWrite Off
ZTest LEqual
GrabPass{ }
Pass
{
Name "Unlit"
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex);
#else
#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex)
#endif
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 worldPos : TEXCOORD0;
#endif
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
ASE_DECLARE_SCREENSPACE_TEXTURE( _GrabTexture )
uniform sampler2D _NoiseTexture;
uniform float4 _NoiseTexture_ST;
uniform float _DistortTimeFactor;
uniform float _DistortStrength;
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
float4 ase_clipPos = UnityObjectToClipPos(v.vertex);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord1 = screenPos;
o.ase_texcoord2.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.zw = 0;
float3 vertexValue = float3(0, 0, 0);
#if ASE_ABSOLUTE_VERTEX_POS
vertexValue = v.vertex.xyz;
#endif
vertexValue = vertexValue;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#endif
return o;
}
fixed4 frag (v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 finalColor;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 WorldPosition = i.worldPos;
#endif
float4 screenPos = i.ase_texcoord1;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float2 uv_NoiseTexture = i.ase_texcoord2.xy * _NoiseTexture_ST.xy + _NoiseTexture_ST.zw;
float2 appendResult41 = (float2(_Time.x , _Time.y));
float4 tex2DNode13 = tex2D( _NoiseTexture, ( uv_NoiseTexture - ( _DistortTimeFactor * appendResult41 ) ) );
float2 appendResult44 = (float2(tex2DNode13.r , tex2DNode13.r));
float2 lerpResult48 = lerp( (ase_screenPosNorm).xy , appendResult44 , _DistortStrength);
float4 screenColor5 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_GrabTexture,lerpResult48);
finalColor = screenColor5;
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}
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