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January 19, 2021 14:02
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// Made with Amplify Shader Editor | |
// Available at the Unity Asset Store - http://u3d.as/y3X | |
Shader "Platform Essentials/Wobble Effect" | |
{ | |
Properties | |
{ | |
[SingleLineTexture]_MainTex("Shape Template", 2D) = "white" {} | |
[SingleLineTexture]_MainTexture("Main Texture", 2D) = "white" {} | |
[HDR]_Tint("Tint", Color) = (0,1.397985,2,1) | |
_Scale("Scale", Range( 0 , 10)) = 1 | |
_Speed("Speed", Range( 0 , 1)) = 0.1 | |
_Opacity("Opacity", Range( 0 , 1)) = 0.17 | |
_TwirlSpeed("Twirl Speed", Range( 0 , 0.5)) = 0.15 | |
_DistortionScale("Distortion Scale", Range( 0 , 20)) = 5 | |
_Cutoff( "Mask Clip Value", Float ) = 0.5 | |
[HideInInspector] _texcoord( "", 2D ) = "white" {} | |
[HideInInspector] __dirty( "", Int ) = 1 | |
} | |
SubShader | |
{ | |
Tags{ "RenderType" = "TransparentCutout" "Queue" = "Transparent+0" "IsEmissive" = "true" } | |
Cull Back | |
GrabPass{ } | |
CGINCLUDE | |
#include "UnityShaderVariables.cginc" | |
#include "UnityPBSLighting.cginc" | |
#include "Lighting.cginc" | |
#pragma target 3.0 | |
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) | |
#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex); | |
#else | |
#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex) | |
#endif | |
#ifdef UNITY_PASS_SHADOWCASTER | |
#undef INTERNAL_DATA | |
#undef WorldReflectionVector | |
#undef WorldNormalVector | |
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; | |
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) | |
#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) | |
#endif | |
struct Input | |
{ | |
float2 uv_texcoord; | |
float4 screenPos; | |
float3 worldNormal; | |
INTERNAL_DATA | |
float3 worldPos; | |
}; | |
uniform float4 _Tint; | |
uniform sampler2D _MainTexture; | |
uniform float _Scale; | |
uniform float _Speed; | |
uniform float _TwirlSpeed; | |
uniform float _DistortionScale; | |
uniform float _Opacity; | |
ASE_DECLARE_SCREENSPACE_TEXTURE( _GrabTexture ) | |
uniform sampler2D _MainTex; | |
uniform float4 _MainTex_ST; | |
uniform float _Cutoff = 0.5; | |
float2 UnityGradientNoiseDir( float2 p ) | |
{ | |
p = fmod(p , 289); | |
float x = fmod((34 * p.x + 1) * p.x , 289) + p.y; | |
x = fmod( (34 * x + 1) * x , 289); | |
x = frac( x / 41 ) * 2 - 1; | |
return normalize( float2(x - floor(x + 0.5 ), abs( x ) - 0.5 ) ); | |
} | |
float UnityGradientNoise( float2 UV, float Scale ) | |
{ | |
float2 p = UV * Scale; | |
float2 ip = floor( p ); | |
float2 fp = frac( p ); | |
float d00 = dot( UnityGradientNoiseDir( ip ), fp ); | |
float d01 = dot( UnityGradientNoiseDir( ip + float2( 0, 1 ) ), fp - float2( 0, 1 ) ); | |
float d10 = dot( UnityGradientNoiseDir( ip + float2( 1, 0 ) ), fp - float2( 1, 0 ) ); | |
float d11 = dot( UnityGradientNoiseDir( ip + float2( 1, 1 ) ), fp - float2( 1, 1 ) ); | |
fp = fp * fp * fp * ( fp * ( fp * 6 - 15 ) + 10 ); | |
return lerp( lerp( d00, d01, fp.y ), lerp( d10, d11, fp.y ), fp.x ) + 0.5; | |
} | |
inline float4 ASE_ComputeGrabScreenPos( float4 pos ) | |
{ | |
#if UNITY_UV_STARTS_AT_TOP | |
float scale = -1.0; | |
#else | |
float scale = 1.0; | |
#endif | |
float4 o = pos; | |
o.y = pos.w * 0.5f; | |
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y; | |
return o; | |
} | |
void surf( Input i , inout SurfaceOutputStandard o ) | |
{ | |
o.Normal = float3(0,0,1); | |
float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); | |
float2 temp_cast_1 = (( _Time.y * _Speed )).xx; | |
float2 uv_TexCoord14 = i.uv_texcoord * ( ase_objectScale * _Scale ).xy + temp_cast_1; | |
float2 center45_g13 = float2( 0.5,0.5 ); | |
float2 delta6_g13 = ( i.uv_texcoord - center45_g13 ); | |
float angle10_g13 = ( length( delta6_g13 ) * 4.0 ); | |
float x23_g13 = ( ( cos( angle10_g13 ) * delta6_g13.x ) - ( sin( angle10_g13 ) * delta6_g13.y ) ); | |
float2 break40_g13 = center45_g13; | |
float2 temp_cast_2 = (( _Time.y * _TwirlSpeed )).xx; | |
float2 break41_g13 = temp_cast_2; | |
float y35_g13 = ( ( sin( angle10_g13 ) * delta6_g13.x ) + ( cos( angle10_g13 ) * delta6_g13.y ) ); | |
float2 appendResult44_g13 = (float2(( x23_g13 + break40_g13.x + break41_g13.x ) , ( break40_g13.y + break41_g13.y + y35_g13 ))); | |
float2 temp_output_188_0 = appendResult44_g13; | |
float gradientNoise189 = UnityGradientNoise(temp_output_188_0,_DistortionScale); | |
gradientNoise189 = gradientNoise189*0.5 + 0.5; | |
o.Albedo = ( _Tint * ( tex2D( _MainTexture, ( uv_TexCoord14 * ( gradientNoise189 * 0.01 ) ) ) * _Opacity ) ).rgb; | |
float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 ); | |
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ase_screenPos ); | |
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w; | |
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); | |
float3 ase_worldPos = i.worldPos; | |
float3 temp_output_16_0_g14 = ( ase_worldPos * 100.0 ); | |
float3 crossY18_g14 = cross( ase_worldNormal , ddy( temp_output_16_0_g14 ) ); | |
float3 worldDerivativeX2_g14 = ddx( temp_output_16_0_g14 ); | |
float dotResult6_g14 = dot( crossY18_g14 , worldDerivativeX2_g14 ); | |
float crossYDotWorldDerivX34_g14 = abs( dotResult6_g14 ); | |
float gradientNoise69 = UnityGradientNoise(temp_output_188_0,_DistortionScale); | |
gradientNoise69 = gradientNoise69*0.5 + 0.5; | |
float temp_output_20_0_g14 = gradientNoise69; | |
float3 crossX19_g14 = cross( ase_worldNormal , worldDerivativeX2_g14 ); | |
float3 break29_g14 = ( sign( crossYDotWorldDerivX34_g14 ) * ( ( ddx( temp_output_20_0_g14 ) * crossY18_g14 ) + ( ddy( temp_output_20_0_g14 ) * crossX19_g14 ) ) ); | |
float3 appendResult30_g14 = (float3(break29_g14.x , -break29_g14.y , break29_g14.z)); | |
float3 normalizeResult39_g14 = normalize( ( ( crossYDotWorldDerivX34_g14 * ase_worldNormal ) - appendResult30_g14 ) ); | |
float3 ase_worldTangent = WorldNormalVector( i, float3( 1, 0, 0 ) ); | |
float3 ase_worldBitangent = WorldNormalVector( i, float3( 0, 1, 0 ) ); | |
float3x3 ase_worldToTangent = float3x3( ase_worldTangent, ase_worldBitangent, ase_worldNormal ); | |
float3 worldToTangentDir42_g14 = mul( ase_worldToTangent, normalizeResult39_g14); | |
float4 screenColor1 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_GrabTexture,( ase_grabScreenPosNorm + ( ase_grabScreenPosNorm * float4( worldToTangentDir42_g14 , 0.0 ) ) ).xy); | |
o.Emission = screenColor1.rgb; | |
o.Alpha = 1; | |
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; | |
clip( tex2D( _MainTex, uv_MainTex ).a - _Cutoff ); | |
} | |
ENDCG | |
CGPROGRAM | |
#pragma surface surf Standard keepalpha fullforwardshadows exclude_path:deferred | |
ENDCG | |
Pass | |
{ | |
Name "ShadowCaster" | |
Tags{ "LightMode" = "ShadowCaster" } | |
ZWrite On | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma target 3.0 | |
#pragma multi_compile_shadowcaster | |
#pragma multi_compile UNITY_PASS_SHADOWCASTER | |
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 | |
#include "HLSLSupport.cginc" | |
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) | |
#define CAN_SKIP_VPOS | |
#endif | |
#include "UnityCG.cginc" | |
#include "Lighting.cginc" | |
#include "UnityPBSLighting.cginc" | |
struct v2f | |
{ | |
V2F_SHADOW_CASTER; | |
float2 customPack1 : TEXCOORD1; | |
float4 screenPos : TEXCOORD2; | |
float4 tSpace0 : TEXCOORD3; | |
float4 tSpace1 : TEXCOORD4; | |
float4 tSpace2 : TEXCOORD5; | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
UNITY_VERTEX_OUTPUT_STEREO | |
}; | |
v2f vert( appdata_full v ) | |
{ | |
v2f o; | |
UNITY_SETUP_INSTANCE_ID( v ); | |
UNITY_INITIALIZE_OUTPUT( v2f, o ); | |
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); | |
UNITY_TRANSFER_INSTANCE_ID( v, o ); | |
Input customInputData; | |
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; | |
half3 worldNormal = UnityObjectToWorldNormal( v.normal ); | |
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); | |
half tangentSign = v.tangent.w * unity_WorldTransformParams.w; | |
half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; | |
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); | |
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); | |
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); | |
o.customPack1.xy = customInputData.uv_texcoord; | |
o.customPack1.xy = v.texcoord; | |
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) | |
o.screenPos = ComputeScreenPos( o.pos ); | |
return o; | |
} | |
half4 frag( v2f IN | |
#if !defined( CAN_SKIP_VPOS ) | |
, UNITY_VPOS_TYPE vpos : VPOS | |
#endif | |
) : SV_Target | |
{ | |
UNITY_SETUP_INSTANCE_ID( IN ); | |
Input surfIN; | |
UNITY_INITIALIZE_OUTPUT( Input, surfIN ); | |
surfIN.uv_texcoord = IN.customPack1.xy; | |
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); | |
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); | |
surfIN.worldPos = worldPos; | |
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); | |
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; | |
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; | |
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; | |
surfIN.screenPos = IN.screenPos; | |
SurfaceOutputStandard o; | |
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) | |
surf( surfIN, o ); | |
#if defined( CAN_SKIP_VPOS ) | |
float2 vpos = IN.pos; | |
#endif | |
SHADOW_CASTER_FRAGMENT( IN ) | |
} | |
ENDCG | |
} | |
} | |
Fallback "Diffuse" | |
CustomEditor "ASEMaterialInspector" | |
} | |
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