Shader "Custom/PostProcessing" { Properties { _MainTex ("MainTexture", 2D) = "white" {} _ScreenSize ("ScreenSize", Vector) = (0,0,0,0) _Wave1 ("Wave1", Vector) = (0,0,0,0) } SubShader { Tags { "RenderType"="Opaque"} ZWrite Off Cull Off Pass { Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #define PI 3.1415926 struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _ScreenSize; float4 _Wave1; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 basic = tex2D(_MainTex, i.uv); fixed2 screen_pos = i.uv * _ScreenSize.xy; fixed2 wave_dir = (0,0); fixed dist1 = length(screen_pos - _Wave1.xy); if(dist1<_Wave1.z){ if(abs(dist1/_Wave1.z-_Wave1.w*2)<0.25){ fixed wave = cos(PI*4*abs(dist1/_Wave1.z-_Wave1.w*2))*8; wave_dir = wave_dir + normalize(screen_pos-_Wave1.xy)*wave; // if(wave>3.99){ // return(1,0,0,1); // } } } wave_dir = wave_dir / _ScreenSize.xy; return tex2D(_MainTex, i.uv+wave_dir); } ENDCG } } FallBack "Diffuse" }