FiE-Game/Assets/PopcornFX/Resources/PKFxDistortionEffect.shader

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2023-07-27 15:20:12 +02:00
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/PKFx Distortion"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_DistortionTex ("Distortion (RGB)", 2D) = "black" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
uniform sampler2D _MainTex;
uniform sampler2D _DistortionTex;
float4 SampleColorAt(float2 uvOffset)
{
return tex2D(_MainTex, uvOffset);
}
float4 frag (v2f i) : SV_Target
{
float4 _DistBlurFactor = float4(15.0f, 15.0f, 0.75f, 1.0f);
float4 baseOffset = (tex2D(_DistortionTex, i.uv));
baseOffset *= _DistBlurFactor;
float4 color1 = SampleColorAt(baseOffset.xy * 0.01 + i.uv);
float4 color2 = SampleColorAt(baseOffset.xy * 0.0125 + i.uv);
float4 color3 = SampleColorAt(baseOffset.xy * 0.015 + i.uv);
float4 color4 = SampleColorAt(baseOffset.xy * 0.0175 + i.uv);
return float4(lerp(color1.x, color2.x, 0.5f), lerp(color2.y, color3.y, 0.5f), color4.z, 1);
}
ENDCG
}
}
Fallback off
}