Shader "chicai/HotDistort2"
{
Properties
{
_DistortTex ("DistortTex", 2D) = "white" {}
_Distort ("Distort",Range(0,1)) = 0
_DistortUVSpeedX("DistortUVSpeedX",float) = 0
_DistortUVSpeedY("DistortUVSpeedY",float) = 0
}
SubShader
{
Tags { "Queue"="Transparent" }
GrabPass{"_GrabTex"}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex:POSITION;
fixed2 uv:TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
float4 screenPos :TEXCOORD1;
};
sampler2D _DistortTex;
float4 _DistortTex_ST;
sampler2D _GrabTex;
fixed _Distort;
float _DistortUVSpeedX,_DistortUVSpeedY;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.screenPos = ComputeScreenPos(o.pos);//转换到[0到w],当uv用需要除以w分量
o.uv = TRANSFORM_TEX(v.uv, _DistortTex) + float2(_DistortUVSpeedX, _DistortUVSpeedY) * _Time.y;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 distortCol = tex2D(_DistortTex, i.uv);
fixed2 uv = lerp(i.screenPos.xy / i.screenPos.w, distortCol, _Distort);
fixed4 col = tex2D(_GrabTex, uv);
return col;
}
ENDCG
}
}
}
Shader "chicai/HotDistort3"
{
Properties
{
_DistortTex ("DistortTex", 2D) = "white" {}
_Distort ("Distort",Range(0,1)) = 0
_DistortUVSpeedX("DistortUVSpeedX",float) = 0
_DistortUVSpeedY("DistortUVSpeedY",float) = 0
}
SubShader
{
Tags { "Queue"="Transparent" }
GrabPass{"_GrabTex"}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex:POSITION;
fixed2 uv:TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
sampler2D _DistortTex;
float4 _DistortTex_ST;
sampler2D _GrabTex;
fixed _Distort;
float _DistortUVSpeedX,_DistortUVSpeedY;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);//裁剪空间下的
o.uv = TRANSFORM_TEX(v.uv, _DistortTex) + float2(_DistortUVSpeedX, _DistortUVSpeedY) * _Time.y;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//i.pos 屏幕的像素坐标 硬件转换
float2 uv = i.pos.xy/_ScreenParams.xy;
fixed4 distortCol = tex2D(_DistortTex, i.uv);
uv = lerp(uv, distortCol, _Distort);
fixed4 col = tex2D(_GrabTex, uv);
return col;
}
ENDCG
}
}
}