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- Shader "Hidden/DiamondFractalImageEffect"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _FractalFactor ("Fractal Factor", float) = 10.0
- _FractalDistance ("Fractal Distance", float) = 0.0
- _SampleDistance ("Sample Distance", float) = 0.0
- _WarpStart ("Warp Start Distance", Range(0.0, 1.0)) = 0.5
- _UvZoom ("UV Zoom", float) = 1.0
- }
- SubShader
- {
- // No culling or depth
- Cull Off ZWrite Off ZTest Always
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- return o;
- }
- sampler2D _MainTex;
- float _FractalFactor;
- float _FractalDistance;
- float _SampleDistance;
- float _WarpStart;
- float _UvZoom;
- fixed4 frag (v2f i) : SV_Target
- {
- float2 center = float2(0.5, 0.5);
- float2 zuv = (i.uv - center) * _UvZoom + center;
- float2 st = zuv;
- st = st * 2.0 - 1.0;
- float t = length(abs(st) - _FractalDistance);
- float t2 = frac(t * _FractalFactor);
- float t3 = smoothstep(_WarpStart, 1.0, t2);
- float2 away = normalize(st - center) * (_SampleDistance * t3);
- fixed4 col = tex2D(_MainTex, zuv + away);
- return col;
- }
- ENDCG
- }
- }
- }
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