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- Shader "Unlit/uvshift"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _OffsetTex ("Texture", 2D) = "black" {}
- _Intensity ("Intensity", Range (0, 1)) = 0.5
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float2 uv2 : TEXCOORD1;
- float4 vertex : SV_POSITION;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- sampler2D _OffsetTex;
- float4 _OffsetTex_ST;
- float _Intensity;
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- o.uv2 = TRANSFORM_TEX(v.uv, _OffsetTex);
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- float2 uv_offset = tex2D(_OffsetTex, i.uv2).yz;
- uv_offset = float2(uv_offset.x - 0.5, uv_offset.y - 0.5) * _Intensity;
- fixed4 col = tex2D(_MainTex, i.uv + uv_offset);
- return col;
- }
- ENDCG
- }
- }
- }
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