129 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			Plaintext
		
	
			
		
		
	
	
			129 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			Plaintext
		
	
// Shader created with Shader Forge v1.38 
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// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
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// Note: Manually altering this data may prevent you from opening it in Shader Forge
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/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:0,spmd:0,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:0,nrsp:0,vomd:1,spxs:False,tesm:0,olmd:1,culm:2,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:False,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.1280277,fgcg:0.1953466,fgcb:0.2352941,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:7741,x:32719,y:32712,varname:node_7741,prsc:2|emission-3164-RGB,clip-3164-A;n:type:ShaderForge.SFN_Tex2d,id:3164,x:32348,y:32824,ptovrint:False,ptlb:Main tex,ptin:_Maintex,varname:node_3164,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:184411e5cbfcef94d90c27171a6135d6,ntxv:0,isnm:False|UVIN-8822-OUT;n:type:ShaderForge.SFN_Time,id:6535,x:30860,y:33213,varname:node_6535,prsc:2;n:type:ShaderForge.SFN_ValueProperty,id:3014,x:30860,y:33128,ptovrint:False,ptlb:u_speed,ptin:_u_speed,varname:node_3014,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_ValueProperty,id:2169,x:30860,y:33395,ptovrint:False,ptlb:v_speed,ptin:_v_speed,varname:node_2169,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Multiply,id:9707,x:31046,y:33138,varname:node_9707,prsc:2|A-3014-OUT,B-6535-T;n:type:ShaderForge.SFN_Multiply,id:2140,x:31046,y:33304,varname:node_2140,prsc:2|A-6535-T,B-2169-OUT;n:type:ShaderForge.SFN_Append,id:7488,x:31274,y:33161,varname:node_7488,prsc:2|A-9707-OUT,B-2140-OUT;n:type:ShaderForge.SFN_Tex2d,id:7902,x:31510,y:32947,ptovrint:False,ptlb:Mask,ptin:_Mask,varname:node_7902,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False|UVIN-8388-OUT;n:type:ShaderForge.SFN_TexCoord,id:946,x:31046,y:32947,varname:node_946,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Add,id:8388,x:31274,y:32947,varname:node_8388,prsc:2|A-946-UVOUT,B-7488-OUT;n:type:ShaderForge.SFN_Vector1,id:5058,x:31510,y:33128,varname:node_5058,prsc:2,v1:2;n:type:ShaderForge.SFN_Multiply,id:4120,x:31731,y:32908,varname:node_4120,prsc:2|A-6958-UVOUT,B-7902-RGB,C-5058-OUT;n:type:ShaderForge.SFN_TexCoord,id:6958,x:31510,y:32766,varname:node_6958,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_ComponentMask,id:5357,x:31907,y:32908,varname:node_5357,prsc:2,cc1:0,cc2:1,cc3:-1,cc4:-1|IN-4120-OUT;n:type:ShaderForge.SFN_Lerp,id:8822,x:32120,y:32824,varname:node_8822,prsc:2|A-6958-UVOUT,B-5357-OUT,T-2629-OUT;n:type:ShaderForge.SFN_Slider,id:2629,x:31731,y:33123,ptovrint:False,ptlb:Intensity,ptin:_Intensity,varname:node_2629,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;proporder:3164-7902-3014-2169-2629;pass:END;sub:END;*/
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Shader "Custom/distortion" {
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    Properties {
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        _Maintex ("Main tex", 2D) = "white" {}
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        _Mask ("Mask", 2D) = "white" {}
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        _u_speed ("u_speed", Float ) = 0
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        _v_speed ("v_speed", Float ) = 0
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        _Intensity ("Intensity", Range(0, 1)) = 0
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        [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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    }
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    SubShader {
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        Tags {
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            "IgnoreProjector"="True"
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            "Queue"="Transparent"
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            "RenderType"="Transparent"
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        }
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        LOD 200
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        Pass {
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            Name "FORWARD"
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            Tags {
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                "LightMode"="ForwardBase"
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            }
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            Cull Off
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            CGPROGRAM
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            #pragma vertex vert
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            #pragma fragment frag
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            #define UNITY_PASS_FORWARDBASE
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            #include "UnityCG.cginc"
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            #pragma multi_compile_fwdbase
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            #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x 
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            #pragma target 3.0
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            uniform sampler2D _Maintex; uniform float4 _Maintex_ST;
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            uniform float _u_speed;
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            uniform float _v_speed;
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            uniform sampler2D _Mask; uniform float4 _Mask_ST;
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            uniform float _Intensity;
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            struct VertexInput {
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                float4 vertex : POSITION;
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                float2 texcoord0 : TEXCOORD0;
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            };
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            struct VertexOutput {
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                float4 pos : SV_POSITION;
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                float2 uv0 : TEXCOORD0;
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            };
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            VertexOutput vert (VertexInput v) {
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                VertexOutput o = (VertexOutput)0;
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                o.uv0 = v.texcoord0;
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                o.pos = UnityObjectToClipPos( v.vertex );
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                return o;
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            }
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            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
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                float isFrontFace = ( facing >= 0 ? 1 : 0 );
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                float faceSign = ( facing >= 0 ? 1 : -1 );
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                float4 node_6535 = _Time;
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                float2 node_8388 = (i.uv0+float2((_u_speed*node_6535.g),(node_6535.g*_v_speed)));
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                float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(node_8388, _Mask));
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                float2 node_8822 = lerp(i.uv0,(float3(i.uv0,0.0)*_Mask_var.rgb*2.0).rg,_Intensity);
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                float4 _Maintex_var = tex2D(_Maintex,TRANSFORM_TEX(node_8822, _Maintex));
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                clip(_Maintex_var.a - 0.5);
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////// Lighting:
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////// Emissive:
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                float3 emissive = _Maintex_var.rgb;
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                float3 finalColor = emissive;
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                return fixed4(finalColor,1);
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            }
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            ENDCG
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        }
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        Pass {
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            Name "ShadowCaster"
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            Tags {
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                "LightMode"="ShadowCaster"
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            }
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            Offset 1, 1
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            Cull Off
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            CGPROGRAM
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            #pragma vertex vert
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            #pragma fragment frag
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            #define UNITY_PASS_SHADOWCASTER
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            #include "UnityCG.cginc"
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            #include "Lighting.cginc"
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            #pragma fragmentoption ARB_precision_hint_fastest
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            #pragma multi_compile_shadowcaster
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            #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x 
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            #pragma target 3.0
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            uniform sampler2D _Maintex; uniform float4 _Maintex_ST;
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            uniform float _u_speed;
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            uniform float _v_speed;
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            uniform sampler2D _Mask; uniform float4 _Mask_ST;
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            uniform float _Intensity;
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            struct VertexInput {
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                float4 vertex : POSITION;
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                float2 texcoord0 : TEXCOORD0;
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            };
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            struct VertexOutput {
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                V2F_SHADOW_CASTER;
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                float2 uv0 : TEXCOORD1;
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            };
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            VertexOutput vert (VertexInput v) {
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                VertexOutput o = (VertexOutput)0;
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                o.uv0 = v.texcoord0;
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                o.pos = UnityObjectToClipPos( v.vertex );
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                TRANSFER_SHADOW_CASTER(o)
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                return o;
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            }
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            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
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                float isFrontFace = ( facing >= 0 ? 1 : 0 );
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                float faceSign = ( facing >= 0 ? 1 : -1 );
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                float4 node_6535 = _Time;
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                float2 node_8388 = (i.uv0+float2((_u_speed*node_6535.g),(node_6535.g*_v_speed)));
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                float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(node_8388, _Mask));
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                float2 node_8822 = lerp(i.uv0,(float3(i.uv0,0.0)*_Mask_var.rgb*2.0).rg,_Intensity);
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                float4 _Maintex_var = tex2D(_Maintex,TRANSFORM_TEX(node_8822, _Maintex));
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                clip(_Maintex_var.a - 0.5);
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                SHADOW_CASTER_FRAGMENT(i)
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            }
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            ENDCG
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        }
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    }
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    FallBack "Diffuse"
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    CustomEditor "ShaderForgeMaterialInspector"
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}
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