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August 22, 2017 02:40
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Shader "Custom/GrabPassSphere" | |
{ | |
Properties | |
{ | |
_Length ("Length", Range(0,1)) = .5 | |
_Strength ("Strength", Range(0, 1000.)) = 0.01 | |
} | |
SubShader | |
{ | |
Lighting Off | |
Tags { "Queue" = "Transparent" "RenderType"="Opaque" } | |
GrabPass { "_GrabTexture" } | |
ColorMask 0 | |
ZWrite On | |
CGPROGRAM | |
#pragma surface surf NoLighting vertex:vert alpha:blend novertexlights | |
half4 LightingNoLighting(SurfaceOutput s, half3 lightDir, half atten) | |
{ | |
half4 c; | |
c.rgb = s.Albedo.rgb; | |
c.a = s.Alpha; | |
return c; | |
} | |
struct Input | |
{ | |
float3 viewDir; | |
float4 grabUV; | |
}; | |
void vert (inout appdata_full v, out Input o) | |
{ | |
o.viewDir = ObjSpaceViewDir(v.vertex); | |
o.grabUV = ComputeGrabScreenPos(UnityObjectToClipPos(v.vertex)); | |
} | |
sampler2D _GrabTexture; | |
uniform float _Length; | |
uniform float _Strength; | |
void surf (Input IN, inout SurfaceOutput o) | |
{ | |
o.Specular = 0; | |
o.Emission = 0; | |
float vertLen = 1.0 - saturate (dot (normalize (IN.viewDir), o.Normal)); | |
float4 fix = ComputeScreenPos (UnityObjectToClipPos (float3(0, 0, 0))); | |
fixed2 pos = IN.grabUV - fix; | |
float expLen = exp (-_Strength * pow(vertLen - _Length, 2)); | |
float th = expLen * sin(_Length * 3.141593 * .015) * (8.0 - 8.0 * pow(_Length, 2.0/3.0)); | |
float sinTh = sin(th); | |
float cosTh = cos(th); | |
IN.grabUV.x = pos.x * cosTh - pos.y * sinTh + fix.x; | |
IN.grabUV.y = pos.x * sinTh + pos.y * cosTh + fix.y; | |
o.Albedo = tex2Dproj (_GrabTexture, IN.grabUV); | |
o.Alpha = 1.0 - _Length; | |
} | |
ENDCG | |
} | |
} |
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