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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"
}