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 } } }