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- Shader "Phigames/Mesh Distortion" {
- Properties {
- _D("Distortion", range (-255,255)) = -20
- _CP("Color Strength", Range(0,255)) = 1
- _RP ("Rim Fade Power", Range(0.1, 8)) = 1
- }
- Category {
- Tags { "Queue"="Transparent" "RenderType"="Transparent" }
- ZWrite Off
- SubShader {
- GrabPass {}
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- //#pragma multi_compile_fog
- #include "UnityCG.cginc"
- struct v2f {
- float4 color : COLOR;
- float4 vertex : SV_POSITION;
- float4 uvgrab : TEXCOORD0;
- float3 normal : TEXCOORD1;
- UNITY_FOG_COORDS(3)
- };
- float _D;
- sampler2D _GrabTexture;
- float4 _GrabTexture_TexelSize;
- float _CP;
- float _RP;
- v2f vert (appdata_full v)
- {
- v2f o;
- o.color = v.color;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uvgrab = ComputeGrabScreenPos(o.vertex);
- o.normal = UnityObjectToViewPos(v.normal);
- // apply inverse rim distortion, to fade out normals away from camera
- half rim = dot (normalize(ObjSpaceViewDir(v.vertex)), v.normal);
- o.normal *= smoothstep(1 - _RP, 1, rim);
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
- half4 frag (v2f i) : SV_Target
- {
- half3 refracted = i.normal * abs(i.normal) * length(_GrabTexture_TexelSize.xy) * i.color.a * _D;
- i.uvgrab.xy = refracted.xy * i.uvgrab.w + i.uvgrab.xy;
- half4 refr = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab ));
- refr *= lerp(half4(1,1,1,1), i.color, length(refr.xy) * i.color.a * (abs(_D) / 255) * _CP);
- UNITY_APPLY_FOG(i.fogCoord, refr);
- return refr;
- }
- ENDCG
- }
- }
- }
- }
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