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- Shader "Custom/DistortingGrabPass" {
- Properties {
- _Intensity ("Intensity", Range(0, 50)) = 0
- }
- SubShader {
- GrabPass { "_GrabTexture" }
- Pass {
- Tags { "Queue"="Transparent" }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct v2f {
- half4 pos : SV_POSITION;
- half4 grabPos : TEXCOORD0;
- };
- sampler2D _GrabTexture;
- half _Intensity;
- v2f vert(appdata_base v) {
- v2f o;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
- o.grabPos = ComputeGrabScreenPos(o.pos);
- return o;
- }
- half4 frag(v2f i) : COLOR {
- i.grabPos.x += sin((_Time.y + i.grabPos.y) * _Intensity)/20;
- fixed4 color = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.grabPos));
- return color;
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
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