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- Shader "FORGE3D/Heat" {
- Properties {
- _TintColor("Tint", Color) = (1.0, 1.0, 1.0, 1.0)
- _Dist("Distortion ammount", Float) = 10.0
- _Normal("Distortion map", 2D) = "" {}
- _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
- }
- Category {
-
- Tags { "Queue"="Transparent+1" "RenderType"="Transparent" }
- Cull Back Lighting Off ZWrite Off
- Fog { Mode off }
- ZTest LEqual
- SubShader {
- GrabPass {
- Name "BASE"
- Tags { "LightMode" = "Always" }
- }
- Pass {
- Name "BASE"
- Tags { "LightMode" = "Always" }
- Blend SrcAlpha OneMinusSrcAlpha
- AlphaTest Greater 0
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile_particles
- #include "UnityCG.cginc"
-
- float4 _TintColor;
- float _Dist;
- sampler2D _Normal;
- sampler2D _CameraDepthTexture;
- float _InvFade;
- sampler2D _GrabTexture;
- float4 _GrabTexture_TexelSize;
- struct appdata_t {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord: TEXCOORD0;
- };
- struct v2f {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float4 uvgrab : TEXCOORD0;
- float2 uvmain : TEXCOORD1;
- float4 projPos : TEXCOORD2;
- };
-
- float4 _Normal_ST;
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
-
- o.projPos = ComputeScreenPos (o.vertex);
- COMPUTE_EYEDEPTH(o.projPos.z);
- #if UNITY_UV_STARTS_AT_TOP
- float scale = -1.0;
- #else
- float scale = 1.0;
- #endif
- o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
- o.uvgrab.zw = o.vertex.zw;
- o.uvmain = TRANSFORM_TEX( v.texcoord, _Normal );
-
- o.color = v.color;
- return o;
- }
- float4 frag(v2f i) : COLOR
- {
- float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
- float partZ = i.projPos.z;
- float fade = saturate (_InvFade * (sceneZ-partZ));
- i.color.a *= fade;
-
- float4 packedTex = tex2D(_Normal, i.uvmain);
- float local1 = packedTex.z * 2.4;
- float2 local2 = packedTex.rg * 2.25;
- packedTex.rg = local1 * local2;
- half2 bump = UnpackNormal(packedTex).rg;
- float2 offset = bump * _Dist * _GrabTexture_TexelSize.xy;
- i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
-
- half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
-
- return float4(col.rgb, _TintColor.a * packedTex.a * i.color.a);
- }
- ENDCG
- }
- }
- }
- }
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