mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2025-02-22 21:23:10 +01:00
70 lines
1.4 KiB
Text
70 lines
1.4 KiB
Text
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/PKFx Distortion"
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{
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_DistortionTex ("Distortion (RGB)", 2D) = "black" {}
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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uniform sampler2D _MainTex;
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uniform sampler2D _DistortionTex;
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float4 SampleColorAt(float2 uvOffset)
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{
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return tex2D(_MainTex, uvOffset);
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}
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float4 frag (v2f i) : SV_Target
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{
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float4 _DistBlurFactor = float4(15.0f, 15.0f, 0.75f, 1.0f);
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float4 baseOffset = (tex2D(_DistortionTex, i.uv));
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baseOffset *= _DistBlurFactor;
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float4 color1 = SampleColorAt(baseOffset.xy * 0.01 + i.uv);
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float4 color2 = SampleColorAt(baseOffset.xy * 0.0125 + i.uv);
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float4 color3 = SampleColorAt(baseOffset.xy * 0.015 + i.uv);
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float4 color4 = SampleColorAt(baseOffset.xy * 0.0175 + i.uv);
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return float4(lerp(color1.x, color2.x, 0.5f), lerp(color2.y, color3.y, 0.5f), color4.z, 1);
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}
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ENDCG
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}
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}
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Fallback off
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}
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