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137
Assets/Shaders/Distortion.shader
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137
Assets/Shaders/Distortion.shader
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Shader "Distortion"
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{
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Properties
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{
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_Refraction ("Refraction", Range (0.00, 100.0)) = 1.0
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_Power ("Power", Range (1.00, 10.0)) = 1.0
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_AlphaPower ("Vertex Alpha Power", Range (1.00, 10.0)) = 1.0
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_BumpMap( "Normal Map", 2D ) = "bump" {}
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_Cull ( "Face Culling", Int ) = 2
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}
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SubShader
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{
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Tags { "Queue" = "Transparent+1" }
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GrabPass
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{
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"_GrabTexture"
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}
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Pass
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{
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Cull [_Cull]
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityLightingCommon.cginc"
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#include "UnityStandardUtils.cginc"
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#include "UnityStandardInput.cginc"
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// From Valve's Lab Renderer, Copyright (c) Valve Corporation, All rights reserved.
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float3 Vec3TsToWs( float3 vVectorTs, float3 vNormalWs, float3 vTangentUWs, float3 vTangentVWs )
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{
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float3 vVectorWs;
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vVectorWs.xyz = vVectorTs.x * vTangentUWs.xyz;
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vVectorWs.xyz += vVectorTs.y * vTangentVWs.xyz;
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vVectorWs.xyz += vVectorTs.z * vNormalWs.xyz;
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return vVectorWs.xyz; // Return without normalizing
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}
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// From Valve's Lab Renderer, Copyright (c) Valve Corporation, All rights reserved.
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float3 Vec3TsToWsNormalized( float3 vVectorTs, float3 vNormalWs, float3 vTangentUWs, float3 vTangentVWs )
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{
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return normalize( Vec3TsToWs( vVectorTs.xyz, vNormalWs.xyz, vTangentUWs.xyz, vTangentVWs.xyz ) );
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}
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struct VS_INPUT
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{
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float4 vPosition : POSITION;
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float3 vNormal : NORMAL;
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float2 vTexcoord0 : TEXCOORD0;
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float4 vTangentUOs_flTangentVSign : TANGENT;
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float4 vColor : COLOR;
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};
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struct PS_INPUT
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{
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float4 vGrabPos : TEXCOORD0;
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float4 vPos : SV_POSITION;
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float4 vColor : COLOR;
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float2 vTexCoord0 : TEXCOORD1;
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float3 vNormalWs : TEXCOORD2;
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float3 vTangentUWs : TEXCOORD3;
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float3 vTangentVWs : TEXCOORD4;
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};
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PS_INPUT vert(VS_INPUT i)
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{
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PS_INPUT o;
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// Clip space position
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o.vPos = UnityObjectToClipPos(i.vPosition);
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// Grab position
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o.vGrabPos = ComputeGrabScreenPos(o.vPos);
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// World space normal
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o.vNormalWs = UnityObjectToWorldNormal(i.vNormal);
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// Tangent
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o.vTangentUWs.xyz = UnityObjectToWorldDir( i.vTangentUOs_flTangentVSign.xyz ); // World space tangentU
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o.vTangentVWs.xyz = cross( o.vNormalWs.xyz, o.vTangentUWs.xyz ) * i.vTangentUOs_flTangentVSign.w;
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// Texture coordinates
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o.vTexCoord0.xy = i.vTexcoord0.xy;
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// Color
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o.vColor = i.vColor;
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return o;
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}
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sampler2D _GrabTexture;
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float _Refraction;
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float _Power;
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float _AlphaPower;
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float4 frag(PS_INPUT i) : SV_Target
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{
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// Tangent space normals
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float3 vNormalTs = UnpackScaleNormal( tex2D( _BumpMap, i.vTexCoord0.xy ), 1 );
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// Tangent space -> World space
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float3 vNormalWs = Vec3TsToWsNormalized( vNormalTs.xyz, i.vNormalWs.xyz, i.vTangentUWs.xyz, i.vTangentVWs.xyz );
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// World space -> View space
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float3 vNormalVs = normalize(mul((float3x3)UNITY_MATRIX_V, vNormalWs));
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// Calculate offset
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float2 offset = vNormalVs.xy * _Refraction;
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offset *= pow(length(vNormalVs.xy), _Power);
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// Scale to pixel size
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offset /= float2(_ScreenParams.x, _ScreenParams.y);
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// Scale with screen depth
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offset /= i.vPos.z;
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// Scale with vertex alpha
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offset *= pow(i.vColor.a, _AlphaPower);
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// Sample grab texture
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float4 vDistortColor = tex2Dproj(_GrabTexture, i.vGrabPos + float4(offset, 0.0, 0.0));
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// Debug normals
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// return float4(vNormalVs * 0.5 + 0.5, 1);
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return vDistortColor;
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}
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ENDCG
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}
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}
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}
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