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90 行
3.0 KiB

Shader "Unlit/PortalDistortion"
{
Properties
{
_Radius("Radius", Float) = 1.0
_Thickness("Thickness", Float) = 0.7
_DisplacementAngle("DisplacementAngle", Float) = -0.5
_Intensity("Intensity", Float) = 1
_NoiseIntensity("NoiseIntensity", Float) = 0.0
_NoiseTime("NoiseTime", Float) = 0.0
_NoiseTexture("NoiseTexture", 2D) = "" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" "Queue" = "Transparent-1" }
LOD 100
Cull Off
ZWrite Off
Pass
{
Tags{ "LightMode" = "ForwardOnly" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
float _Radius;
float _Thickness;
float _Intensity;
float _DisplacementAngle;
float _NoiseIntensity;
float _NoiseTime;
sampler2D _NoiseTexture;
struct appdata
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.pos = TransformWorldToHClip(TransformObjectToWorld(v.pos));
o.uv = v.uv;
return o;
}
float4 frag (v2f i) : SV_Target
{
float2 uv = i.uv * 2.0f - 1.0f;
float power = 0.0f;
float dist = length(uv) - _Radius;
if (dist < 0.0f)
power = saturate(1.0f + dist / _Thickness);
power *= power;
power *= saturate((i.pos.w - 0.3) * 3.0f); // near plane fade out (values hardcoded!)
power *= _Intensity;
float noise = tex2D(_NoiseTexture,float2(dist, _NoiseTime)).x * 2.0f - 1.0f;
float dAngle = power * _DisplacementAngle * (1.0f - noise * _NoiseIntensity);
float dSin = sin(dAngle);
float dCos = cos(dAngle);
float2 duv = (float2(uv.x * dCos - uv.y * dSin, uv.y * dCos + uv.x * dSin) - uv);
float2 dUVtoScreen = float2(1.0f / ddx(uv.x), 1.0f / ddy(uv.y)); // remap on screen using derivatives (incorrect but ok)
float2 grabPos = i.pos.xy + duv * dUVtoScreen;
grabPos = saturate(grabPos / _ScreenParams.xy);
//float4 bgcolor = SAMPLE_TEXTURE2D(_ColorPyramidTexture, sampler_ColorPyramidTexture, _ColorPyramidScale.xy * grabPos);
float4 bgcolor = SAMPLE_TEXTURE2D_X(_ColorPyramidTexture, s_trilinear_clamp_sampler, grabPos * _ColorPyramidScale.xy);
return float4(bgcolor.rgb,1);
}
ENDHLSL
}
}
}