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