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- // Made with Amplify Shader Editor
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "ASESampleShaders/MultiPassDistortion"
- {
- Properties
- {
- _DistortionAmount("Distortion Amount", Range( 0 , 0.1)) = 0.292
- _DepthFadeDistance("Depth Fade Distance", Float) = 0
- _TextureSample1("Texture Sample 1", 2D) = "bump" {}
- _TimeScale("Time Scale", Float) = 0
- _ForcefieldTint("Forcefield Tint", Color) = (0,0,0,0)
- _IntersectionColor("Intersection Color", Color) = (0.4338235,0.4377282,1,0)
- _FresnelPower("Fresnel Power", Float) = 0
- _FresnelScale("Fresnel Scale", Float) = 0
- }
-
- SubShader
- {
- LOD 100
-
- Pass
- {
- Name "First Pass"
- Tags { "RenderType"="Transparent" "Queue"="Transparent" }
- CGINCLUDE
- #pragma target 3.0
- ENDCG
- Blend SrcAlpha OneMinusSrcAlpha
- Cull Off
- ColorMask RGBA
- ZWrite Off
- ZTest LEqual
- Offset 0 , 0
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "UnityCG.cginc"
-
-
- struct appdata
- {
- float4 vertex : POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
-
- };
-
- struct v2f
- {
- float4 vertex : SV_POSITION;
- UNITY_VERTEX_OUTPUT_STEREO
- float4 ase_texcoord : TEXCOORD0;
- };
-
- uniform float4 _IntersectionColor;
- uniform sampler2D _CameraDepthTexture;
- uniform float _DepthFadeDistance;
-
- v2f vert ( appdata v )
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- float4 ase_clipPos = UnityObjectToClipPos(v.vertex);
- float4 screenPos = ComputeScreenPos(ase_clipPos);
- o.ase_texcoord = screenPos;
-
-
- v.vertex.xyz += float3(0,0,0) ;
- o.vertex = UnityObjectToClipPos(v.vertex);
- return o;
- }
-
- fixed4 frag (v2f i ) : SV_Target
- {
- fixed4 finalColor;
- float4 IntersectionColor184 = _IntersectionColor;
- float4 screenPos = i.ase_texcoord;
- float4 ase_screenPosNorm = screenPos / screenPos.w;
- ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
- float screenDepth146 = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture,UNITY_PROJ_COORD( screenPos ))));
- float distanceDepth146 = abs( ( screenDepth146 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _DepthFadeDistance ) );
- float SaturatedDepthFade186 = saturate( distanceDepth146 );
- float4 appendResult143 = (float4((IntersectionColor184).rgb , ( 1.0 - SaturatedDepthFade186 )));
-
-
- finalColor = appendResult143;
- return finalColor;
- }
- ENDCG
- }
-
- GrabPass{ }
-
- Pass
- {
- Name "Second Pass"
- Tags { "RenderType"="Transparent" "Queue"="Transparent" }
- CGINCLUDE
- #pragma target 3.0
- ENDCG
- Blend SrcAlpha OneMinusSrcAlpha
- Cull Back
- ColorMask RGBA
- ZWrite On
- ZTest LEqual
- Offset 0 , 0
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "UnityStandardUtils.cginc"
- #include "UnityShaderVariables.cginc"
- #include "UnityCG.cginc"
-
-
- struct appdata
- {
- float4 vertex : POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- float4 ase_texcoord : TEXCOORD0;
- float3 ase_normal : NORMAL;
- };
-
- struct v2f
- {
- float4 vertex : SV_POSITION;
- UNITY_VERTEX_OUTPUT_STEREO
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_texcoord1 : TEXCOORD1;
- float4 ase_texcoord2 : TEXCOORD2;
- float4 ase_texcoord3 : TEXCOORD3;
- };
-
- uniform sampler2D _GrabTexture;
- uniform float _DistortionAmount;
- uniform sampler2D _TextureSample1;
- uniform float _TimeScale;
- uniform float4 _ForcefieldTint;
- uniform float4 _IntersectionColor;
- uniform float _FresnelScale;
- uniform float _FresnelPower;
- uniform sampler2D _CameraDepthTexture;
- uniform float _DepthFadeDistance;
- inline float4 ASE_ComputeGrabScreenPos( float4 pos )
- {
- #if UNITY_UV_STARTS_AT_TOP
- float scale = -1.0;
- #else
- float scale = 1.0;
- #endif
- float4 o = pos;
- o.y = pos.w * 0.5f;
- o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
- return o;
- }
-
-
- v2f vert ( appdata v )
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- float4 ase_clipPos = UnityObjectToClipPos(v.vertex);
- float4 screenPos = ComputeScreenPos(ase_clipPos);
- o.ase_texcoord1 = screenPos;
- float3 ase_worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
- o.ase_texcoord2.xyz = ase_worldPos;
- float3 ase_worldNormal = UnityObjectToWorldNormal(v.ase_normal);
- o.ase_texcoord3.xyz = ase_worldNormal;
-
- o.ase_texcoord.xy = v.ase_texcoord.xy;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord.zw = 0;
- o.ase_texcoord2.w = 0;
- o.ase_texcoord3.w = 0;
-
- v.vertex.xyz += float3(0,0,0) ;
- o.vertex = UnityObjectToClipPos(v.vertex);
- return o;
- }
-
- fixed4 frag (v2f i ) : SV_Target
- {
- fixed4 finalColor;
- float2 uv160 = i.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
- float mulTime169 = _Time.y * _TimeScale;
- float cos162 = cos( mulTime169 );
- float sin162 = sin( mulTime169 );
- float2 rotator162 = mul( uv160 - float2( 0.5,0.5 ) , float2x2( cos162 , -sin162 , sin162 , cos162 )) + float2( 0.5,0.5 );
- float4 screenPos = i.ase_texcoord1;
- float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos );
- float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
- float4 screenColor151 = tex2D( _GrabTexture, ( float4( UnpackScaleNormal( tex2D( _TextureSample1, rotator162 ), _DistortionAmount ) , 0.0 ) + ase_grabScreenPosNorm ).xy );
- float4 IntersectionColor184 = _IntersectionColor;
- float3 ase_worldPos = i.ase_texcoord2.xyz;
- float3 ase_worldViewDir = UnityWorldSpaceViewDir(ase_worldPos);
- ase_worldViewDir = normalize(ase_worldViewDir);
- float3 ase_worldNormal = i.ase_texcoord3.xyz;
- float fresnelNdotV175 = dot( ase_worldNormal, ase_worldViewDir );
- float fresnelNode175 = ( 0.0 + _FresnelScale * pow( 1.0 - fresnelNdotV175, _FresnelPower ) );
- float4 lerpResult179 = lerp( ( float4( (screenColor151).rgb , 0.0 ) * _ForcefieldTint ) , ( IntersectionColor184 * fresnelNode175 ) , fresnelNode175);
- float4 ase_screenPosNorm = screenPos / screenPos.w;
- ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
- float screenDepth146 = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture,UNITY_PROJ_COORD( screenPos ))));
- float distanceDepth146 = abs( ( screenDepth146 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _DepthFadeDistance ) );
- float SaturatedDepthFade186 = saturate( distanceDepth146 );
- float4 appendResult154 = (float4((lerpResult179).rgb , SaturatedDepthFade186));
-
-
- finalColor = appendResult154;
- return finalColor;
- }
- ENDCG
- }
- }
- CustomEditor "ASEMaterialInspector"
-
-
- }
- /*ASEBEGIN
- Version=15502
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- Node;AmplifyShaderEditor.RegisterLocalVarNode;184;2180,-1508;Float;False;IntersectionColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
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- //CHKSM=95799C9BC555483211435CF994FE6BB94D6A2E75
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