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58 lines
1.3 KiB
58 lines
1.3 KiB
2 years ago
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Shader "Fluvio/Mobile/Particles/Alpha Blended" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_BumpMap ("Distort (in RG channels)", 2D) = "blue" {}
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_GrabTex ("Refraction Texture", 2D) = "gray" {}
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_Distort ("Distort", Float) = 0.1
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_WaveMod ("Wave Speed (XY) Wave Strength (ZW)", Vector) = (2, 6, .02, .025)
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}
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CGINCLUDE
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#include "FluidParticleShader-Mobile.cginc"
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#include "UnityCG.cginc"
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uniform sampler2D _BumpMap;
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uniform fixed _Distort;
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uniform fixed4 _WaveMod;
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uniform sampler2D _GrabTex;
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fixed4 fragB ( v2fB i ) : COLOR
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{
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fixed4 off = fixed4(sin(_Time.y * _WaveMod.x) * _WaveMod.z, cos(_Time.y * _WaveMod.y) * _WaveMod.w, 0.5, 0.5);
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fixed4 normal = tex2D (_BumpMap, i.uv) - off - 0.5;
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i.uvScreen.xy += normal.xy * _Distort;
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fixed4 mainTex = tex2D (_MainTex, i.uv);
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fixed4 tint = mainTex * i.color;
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fixed3 tex = (tex2D(_GrabTex, i.uvScreen) * (1 - tint.a)) + (tint * tint.a);
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fixed4 screen = fixed4(tex.rgb, mainTex.a);
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return screen;
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}
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ENDCG
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SubShader {
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Tags {"Queue"="Transparent+100" "RenderType"="Transparent"}
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Cull Off
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ZWrite Off
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ZTest LEqual
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Blend SrcAlpha OneMinusSrcAlpha
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Lighting Off
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Pass {
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CGPROGRAM
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#pragma vertex vertB
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#pragma fragment fragB
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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}
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}
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