// 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 }