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5.5 KiB

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ASESampleShaders/Stencil Example/AnimatedRefraction"
{
Properties
{
_PortalColor("PortalColor", Color) = (0.003838672,0.5220588,0.243292,0)
_Distortion("Distortion", Range( 0 , 1)) = 0.292
_BrushedMetalNormal("BrushedMetalNormal", 2D) = "bump" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+100" "IgnoreProjector" = "True" "IsEmissive" = "true" }
Cull Back
GrabPass{ }
CGPROGRAM
#include "UnityShaderVariables.cginc"
#pragma target 3.0
#pragma surface surf Standard alpha:fade keepalpha addshadow fullforwardshadows
struct Input
{
float4 screenPos;
float2 uv_texcoord;
};
uniform sampler2D _GrabTexture;
uniform sampler2D _BrushedMetalNormal;
uniform float4 _BrushedMetalNormal_ST;
uniform float _Distortion;
uniform float4 _PortalColor;
void surf( Input i , inout SurfaceOutputStandard o )
{
float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
float4 ase_screenPos39 = ase_screenPos;
#if UNITY_UV_STARTS_AT_TOP
float scale39 = -1.0;
#else
float scale39 = 1.0;
#endif
float halfPosW39 = ase_screenPos39.w * 0.5;
ase_screenPos39.y = ( ase_screenPos39.y - halfPosW39 ) * _ProjectionParams.x* scale39 + halfPosW39;
ase_screenPos39.xyzw /= ase_screenPos39.w;
float4 normalizedClip21 = ase_screenPos39;
float2 uv_BrushedMetalNormal = i.uv_texcoord * _BrushedMetalNormal_ST.xy + _BrushedMetalNormal_ST.zw;
float cos33 = cos( _Time.y );
float sin33 = sin( _Time.y );
float2 rotator33 = mul( uv_BrushedMetalNormal - float2( 0.5,0.5 ) , float2x2( cos33 , -sin33 , sin33 , cos33 )) + float2( 0.5,0.5 );
float4 screenColor8 = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD( ( normalizedClip21 + float4( ( UnpackNormal( tex2D( _BrushedMetalNormal, rotator33 ) ) * _Distortion ) , 0.0 ) ) ) );
o.Emission = ( screenColor8 * _PortalColor ).rgb;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
/*ASEBEGIN
Version=13803
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Node;AmplifyShaderEditor.TimeNode;36;-1153.522,435.0121;Float;False;0;5;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT
Node;AmplifyShaderEditor.RotatorNode;33;-831.5794,259.398;Float;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0.5,0.5;False;2;FLOAT;1.0;False;1;FLOAT2
Node;AmplifyShaderEditor.GrabScreenPosition;39;-521.3355,-27.96944;Float;False;0;0;5;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT
Node;AmplifyShaderEditor.RangedFloatNode;31;-544,400;Float;False;Property;_Distortion;Distortion;1;0;0.292;0;1;0;1;FLOAT
Node;AmplifyShaderEditor.SamplerNode;29;-542.58,195.399;Float;True;Property;_BrushedMetalNormal;BrushedMetalNormal;2;0;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT3;FLOAT;FLOAT;FLOAT;FLOAT
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WireConnection;33;0;34;0
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WireConnection;0;2;38;0
ASEEND*/
//CHKSM=6D6C321FB02BE457256E5A07C6464863BCD261AD