c1_unity/Assets/arts/shaders/effect/eff_air_distortion.shader
2023-04-03 11:04:31 +08:00

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