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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "ASESampleShaders/MultiPassDistortion"
  4. {
  5. Properties
  6. {
  7. _DistortionAmount("Distortion Amount", Range( 0 , 0.1)) = 0.292
  8. _DepthFadeDistance("Depth Fade Distance", Float) = 0
  9. _TextureSample1("Texture Sample 1", 2D) = "bump" {}
  10. _TimeScale("Time Scale", Float) = 0
  11. _ForcefieldTint("Forcefield Tint", Color) = (0,0,0,0)
  12. _IntersectionColor("Intersection Color", Color) = (0.4338235,0.4377282,1,0)
  13. _FresnelPower("Fresnel Power", Float) = 0
  14. _FresnelScale("Fresnel Scale", Float) = 0
  15. }
  16. SubShader
  17. {
  18. LOD 100
  19. Pass
  20. {
  21. Name "First Pass"
  22. Tags { "RenderType"="Transparent" "Queue"="Transparent" }
  23. CGINCLUDE
  24. #pragma target 3.0
  25. ENDCG
  26. Blend SrcAlpha OneMinusSrcAlpha
  27. Cull Off
  28. ColorMask RGBA
  29. ZWrite Off
  30. ZTest LEqual
  31. Offset 0 , 0
  32. CGPROGRAM
  33. #pragma vertex vert
  34. #pragma fragment frag
  35. #include "UnityCG.cginc"
  36. #include "UnityCG.cginc"
  37. struct appdata
  38. {
  39. float4 vertex : POSITION;
  40. UNITY_VERTEX_INPUT_INSTANCE_ID
  41. };
  42. struct v2f
  43. {
  44. float4 vertex : SV_POSITION;
  45. UNITY_VERTEX_OUTPUT_STEREO
  46. float4 ase_texcoord : TEXCOORD0;
  47. };
  48. uniform float4 _IntersectionColor;
  49. uniform sampler2D _CameraDepthTexture;
  50. uniform float _DepthFadeDistance;
  51. v2f vert ( appdata v )
  52. {
  53. v2f o;
  54. UNITY_SETUP_INSTANCE_ID(v);
  55. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  56. float4 ase_clipPos = UnityObjectToClipPos(v.vertex);
  57. float4 screenPos = ComputeScreenPos(ase_clipPos);
  58. o.ase_texcoord = screenPos;
  59. v.vertex.xyz += float3(0,0,0) ;
  60. o.vertex = UnityObjectToClipPos(v.vertex);
  61. return o;
  62. }
  63. fixed4 frag (v2f i ) : SV_Target
  64. {
  65. fixed4 finalColor;
  66. float4 IntersectionColor184 = _IntersectionColor;
  67. float4 screenPos = i.ase_texcoord;
  68. float4 ase_screenPosNorm = screenPos / screenPos.w;
  69. ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
  70. float screenDepth146 = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture,UNITY_PROJ_COORD( screenPos ))));
  71. float distanceDepth146 = abs( ( screenDepth146 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _DepthFadeDistance ) );
  72. float SaturatedDepthFade186 = saturate( distanceDepth146 );
  73. float4 appendResult143 = (float4((IntersectionColor184).rgb , ( 1.0 - SaturatedDepthFade186 )));
  74. finalColor = appendResult143;
  75. return finalColor;
  76. }
  77. ENDCG
  78. }
  79. GrabPass{ }
  80. Pass
  81. {
  82. Name "Second Pass"
  83. Tags { "RenderType"="Transparent" "Queue"="Transparent" }
  84. CGINCLUDE
  85. #pragma target 3.0
  86. ENDCG
  87. Blend SrcAlpha OneMinusSrcAlpha
  88. Cull Back
  89. ColorMask RGBA
  90. ZWrite On
  91. ZTest LEqual
  92. Offset 0 , 0
  93. CGPROGRAM
  94. #pragma vertex vert
  95. #pragma fragment frag
  96. #include "UnityCG.cginc"
  97. #include "UnityStandardUtils.cginc"
  98. #include "UnityShaderVariables.cginc"
  99. #include "UnityCG.cginc"
  100. struct appdata
  101. {
  102. float4 vertex : POSITION;
  103. UNITY_VERTEX_INPUT_INSTANCE_ID
  104. float4 ase_texcoord : TEXCOORD0;
  105. float3 ase_normal : NORMAL;
  106. };
  107. struct v2f
  108. {
  109. float4 vertex : SV_POSITION;
  110. UNITY_VERTEX_OUTPUT_STEREO
  111. float4 ase_texcoord : TEXCOORD0;
  112. float4 ase_texcoord1 : TEXCOORD1;
  113. float4 ase_texcoord2 : TEXCOORD2;
  114. float4 ase_texcoord3 : TEXCOORD3;
  115. };
  116. uniform sampler2D _GrabTexture;
  117. uniform float _DistortionAmount;
  118. uniform sampler2D _TextureSample1;
  119. uniform float _TimeScale;
  120. uniform float4 _ForcefieldTint;
  121. uniform float4 _IntersectionColor;
  122. uniform float _FresnelScale;
  123. uniform float _FresnelPower;
  124. uniform sampler2D _CameraDepthTexture;
  125. uniform float _DepthFadeDistance;
  126. inline float4 ASE_ComputeGrabScreenPos( float4 pos )
  127. {
  128. #if UNITY_UV_STARTS_AT_TOP
  129. float scale = -1.0;
  130. #else
  131. float scale = 1.0;
  132. #endif
  133. float4 o = pos;
  134. o.y = pos.w * 0.5f;
  135. o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
  136. return o;
  137. }
  138. v2f vert ( appdata v )
  139. {
  140. v2f o;
  141. UNITY_SETUP_INSTANCE_ID(v);
  142. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  143. float4 ase_clipPos = UnityObjectToClipPos(v.vertex);
  144. float4 screenPos = ComputeScreenPos(ase_clipPos);
  145. o.ase_texcoord1 = screenPos;
  146. float3 ase_worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
  147. o.ase_texcoord2.xyz = ase_worldPos;
  148. float3 ase_worldNormal = UnityObjectToWorldNormal(v.ase_normal);
  149. o.ase_texcoord3.xyz = ase_worldNormal;
  150. o.ase_texcoord.xy = v.ase_texcoord.xy;
  151. //setting value to unused interpolator channels and avoid initialization warnings
  152. o.ase_texcoord.zw = 0;
  153. o.ase_texcoord2.w = 0;
  154. o.ase_texcoord3.w = 0;
  155. v.vertex.xyz += float3(0,0,0) ;
  156. o.vertex = UnityObjectToClipPos(v.vertex);
  157. return o;
  158. }
  159. fixed4 frag (v2f i ) : SV_Target
  160. {
  161. fixed4 finalColor;
  162. float2 uv160 = i.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
  163. float mulTime169 = _Time.y * _TimeScale;
  164. float cos162 = cos( mulTime169 );
  165. float sin162 = sin( mulTime169 );
  166. float2 rotator162 = mul( uv160 - float2( 0.5,0.5 ) , float2x2( cos162 , -sin162 , sin162 , cos162 )) + float2( 0.5,0.5 );
  167. float4 screenPos = i.ase_texcoord1;
  168. float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos );
  169. float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
  170. float4 screenColor151 = tex2D( _GrabTexture, ( float4( UnpackScaleNormal( tex2D( _TextureSample1, rotator162 ), _DistortionAmount ) , 0.0 ) + ase_grabScreenPosNorm ).xy );
  171. float4 IntersectionColor184 = _IntersectionColor;
  172. float3 ase_worldPos = i.ase_texcoord2.xyz;
  173. float3 ase_worldViewDir = UnityWorldSpaceViewDir(ase_worldPos);
  174. ase_worldViewDir = normalize(ase_worldViewDir);
  175. float3 ase_worldNormal = i.ase_texcoord3.xyz;
  176. float fresnelNdotV175 = dot( ase_worldNormal, ase_worldViewDir );
  177. float fresnelNode175 = ( 0.0 + _FresnelScale * pow( 1.0 - fresnelNdotV175, _FresnelPower ) );
  178. float4 lerpResult179 = lerp( ( float4( (screenColor151).rgb , 0.0 ) * _ForcefieldTint ) , ( IntersectionColor184 * fresnelNode175 ) , fresnelNode175);
  179. float4 ase_screenPosNorm = screenPos / screenPos.w;
  180. ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
  181. float screenDepth146 = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture,UNITY_PROJ_COORD( screenPos ))));
  182. float distanceDepth146 = abs( ( screenDepth146 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _DepthFadeDistance ) );
  183. float SaturatedDepthFade186 = saturate( distanceDepth146 );
  184. float4 appendResult154 = (float4((lerpResult179).rgb , SaturatedDepthFade186));
  185. finalColor = appendResult154;
  186. return finalColor;
  187. }
  188. ENDCG
  189. }
  190. }
  191. CustomEditor "ASEMaterialInspector"
  192. }
  193. /*ASEBEGIN
  194. Version=15502
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  202. Node;AmplifyShaderEditor.RotatorNode;162;1495.024,-838.78;Float;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0.5,0.5;False;2;FLOAT;1;False;1;FLOAT2;0
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  269. ASEEND*/
  270. //CHKSM=95799C9BC555483211435CF994FE6BB94D6A2E75