177 lines
5.5 KiB
Plaintext
177 lines
5.5 KiB
Plaintext
Shader "BF/Effect/eff_air_distortion"
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{
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Properties
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{
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_NormalTex("法线贴图", 2D) = "white" {}
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_tex_uv_speed("贴图UV速度向量", Vector) = (0,0,0,0)
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[Toggle(_HIDE_Y)] _HIDE_Y("隐藏Y轴坐标0以下的部分", int) = 0
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_DistortIntensity("扭曲强度", Range(0, 1)) = 1
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[Toggle(_DISTORTION_DISAPPEAR_CUSTOM)]_DISTORTION_DISAPPEAR_CUSTOM("粒子custom1.x(uv1.z)控制扭曲消失",int) = 0
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[Toggle(_USE_MASK)]_USE_MASK("使用贴图遮罩",int) = 0
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_tex_mask("贴图遮罩", 2D) = "white" {}
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_tex_mask_uv_speed("贴图遮罩UV速度向量", Vector) = (0,0,0,0)
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct a2v
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{
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float4 vertex : POSITION;
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float3 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 uvgrab : TEXCOORD1;
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#if _USE_MASK
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float2 uv_mask : TEXCOORD2;
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#if _DISTORTION_DISAPPEAR_CUSTOM
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fixed disappear_custom : TEXCOORD3;
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#if _HIDE_Y
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fixed worldPosY : TEXCOORD4;
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#endif
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#else
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#if _HIDE_Y
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fixed worldPosY : TEXCOORD3;
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#endif
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#endif
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#else
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#if _DISTORTION_DISAPPEAR_CUSTOM
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fixed disappear_custom : TEXCOORD2;
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#if _HIDE_Y
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fixed worldPosY : TEXCOORD3;
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#endif
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#else
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#if _HIDE_Y
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fixed worldPosY : TEXCOORD2;
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#endif
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#endif
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#endif
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};
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sampler2D _NormalTex;
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float4 _NormalTex_ST;
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sampler2D _GrabTex;
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float _DistortIntensity;
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float4 _tex_uv_speed;
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#if _USE_MASK
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sampler _tex_mask;
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float4 _tex_mask_ST;
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float4 _tex_mask_uv_speed;
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#endif
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v2f vert (a2v v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.texcoord, _NormalTex);
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o.uvgrab = ComputeGrabScreenPos(o.pos);
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#if _USE_MASK
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o.uv_mask = TRANSFORM_TEX(v.texcoord, _tex_mask);
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#endif
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#if _DISTORTION_DISAPPEAR_CUSTOM
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o.disappear_custom = v.texcoord.z;
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#endif
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#ifdef _HIDE_Y
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fixed3 worldPos = mul(unity_ObjectToWorld , v.vertex).xyz;
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o.worldPosY = worldPos.y;
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#endif
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed2 uv = i.uv + frac(_Time.y*_tex_uv_speed.xy);
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fixed3 bump = UnpackNormal(tex2D(_NormalTex, uv));
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#if _USE_MASK
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fixed2 uv_mask = i.uv_mask + frac(_Time.y*_tex_mask_uv_speed.xy);
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const fixed3 tbl = float3(0.299,0.587,0.114);
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fixed4 mask = tex2D(_tex_mask,uv_mask);
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#if _DISTORTION_DISAPPEAR_CUSTOM
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fixed2 offset = bump * _DistortIntensity*dot(mask.rgb,tbl) * mask.a * i.disappear_custom;
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#else
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fixed2 offset = bump * _DistortIntensity*dot(mask.rgb,tbl) * mask.a;
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#endif
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#else
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#if _DISTORTION_DISAPPEAR_CUSTOM
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fixed2 offset = bump * _DistortIntensity * i.disappear_custom;
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#else
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fixed2 offset = bump * _DistortIntensity;
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#endif
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#endif
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//
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i.uvgrab.xy = (i.uvgrab.xy + offset) / i.uvgrab.w;
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fixed4 grabCol = tex2D(_GrabTex, i.uvgrab.xy);
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#ifdef _HIDE_Y
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fixed3 col = grabCol.rgb*step(0, i.worldPosY);
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#else
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fixed3 col = grabCol.rgb;
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#endif
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return fixed4(col, 0);
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}
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fixed4 fragBloom (v2f i) : SV_Target
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{
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fixed2 uv = i.uv + frac(_Time.y*_tex_uv_speed.xy);
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fixed3 bump = UnpackNormal(tex2D(_NormalTex, uv));
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#if _USE_MASK
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fixed2 uv_mask = i.uv_mask + frac(_Time.y*_tex_mask_uv_speed.xy);
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const fixed3 tbl = float3(0.299,0.587,0.114);
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fixed4 mask = tex2D(_tex_mask,uv_mask);
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#if _DISTORTION_DISAPPEAR_CUSTOM
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fixed2 offset = bump * _DistortIntensity*dot(mask.rgb,tbl) * mask.a * i.disappear_custom;
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#else
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fixed2 offset = bump * _DistortIntensity*dot(mask.rgb,tbl) * mask.a;
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#endif
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#else
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#if _DISTORTION_DISAPPEAR_CUSTOM
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fixed2 offset = bump * _DistortIntensity * i.disappear_custom;
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#else
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fixed2 offset = bump * _DistortIntensity;
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#endif
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#endif
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//
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i.uvgrab.xy = (i.uvgrab.xy + offset) / i.uvgrab.w;
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fixed4 grabCol = tex2D(_GrabTex, i.uvgrab.xy);
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fixed alpha = grabCol.a;
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return fixed4(0, 0, 0, alpha);
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}
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ENDCG
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" "IgnoreProjector"="True"}
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ZWrite Off
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Cull Off
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GrabPass{ "_GrabTex" }
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Pass
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{
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COLORMASK RGB
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Blend One Zero
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature_local _USE_MASK
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#pragma shader_feature_local _DISTORTION_DISAPPEAR_CUSTOM
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#pragma shader_feature_local _HIDE_Y
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ENDCG
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}
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}
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CustomEditor "AirDistortionShaderGUI"
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}
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