batteryDiagnosis/Assets/3rdParty/Sci-Fi VFX/Shaders/SF_VFX_DynamicLighting.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "QFX/SF_VFX/DynamicLighting" {
Properties{
[HDR]_Color("Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex("Particle Texture", 2D) = "white" {}
_DistortionTex("Distortion Texture", 2D) = "white" {}
_Params("Params", Float) = (0.2, 0.5, 0, 0)
}
Category{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha One
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
sampler2D _MainTex;
sampler2D _DistortionTex;
fixed4 _Params;
struct appdata_t {
float4 position : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 position : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 distTextcoord : TEXCOORD1;
};
float4 _MainTex_ST;
float4 _DistortionTex_ST;
v2f vert(appdata_t v)
{
v2f o;
o.position = UnityObjectToClipPos(v.position);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
o.distTextcoord = TRANSFORM_TEX(v.texcoord, _DistortionTex);
return o;
}
float4 frag(v2f i) : SV_Target
{
half4 distortTex = tex2D(_DistortionTex, i.distTextcoord.xy + _Params.x * _Time.y) * 2 - 1;
half4 mainTex = tex2D(_MainTex, i.texcoord.y + distortTex.y * _Params.y);
half4 color = 2.0f * i.color * _Color * mainTex;
float alpha = tex2D(_DistortionTex, i.distTextcoord.xy).a;
float pos = i.texcoord.x + sin(_Params.z * _Time.y);
clip(pos);
return color;
}
ENDCG
}
}
}
}