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