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@khadzhynov
Created February 15, 2023 20:16
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A simple shader to apply distortion (normal map) to UI Image in unity. Featured with map UV scrolling and blend mask.
Shader "GG/UiDistortion"
{
Properties
{
[NoScaleOffset] [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[NoScaleOffset] _DistortionMask ("Distortion mask", 2D) = "white" {}
[Normal] _Distortion ("Distortion", 2D) = "white" {}
_DistortionAmount ("Distortion Amount", Range(-1, 1)) = 0.05
_DistortionScrollH ("Distortion Horizontal scroll", Range(-0.5, 0.5)) = 0.5
_DistortionScrollV ("Distortion Vertical scroll", Range(-0.5, 0.5)) = 0.5
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
sampler2D _Distortion;
float4 _Distortion_ST;
fixed _DistortionScrollH;
fixed _DistortionScrollV;
sampler2D _DistortionMask;
float _DistortionAmount;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed mask = tex2D(_DistortionMask, IN.texcoord).r;
fixed2 offset = _Distortion_ST.zw;
offset += fixed2(_Time.w * _DistortionScrollH, _Time.w * _DistortionScrollV);
fixed2 distortion = tex2D(_Distortion, IN.texcoord * _Distortion_ST.xy + offset) * mask * _DistortionAmount;
fixed2 shiftCompensation = fixed2(1, 0.5) * -_DistortionAmount;
shiftCompensation *= mask;
distortion += shiftCompensation;
half4 color = (tex2D(_MainTex, IN.texcoord + distortion) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}
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