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57 lines
1.0 KiB
Plaintext
57 lines
1.0 KiB
Plaintext
1 month ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/Twirt Effect Shader" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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}
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_TexelSize;
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uniform float4 _CenterRadius;
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uniform float4x4 _RotationMatrix;
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struct v2f {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert( appdata_img v )
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv = v.texcoord - _CenterRadius.xy;
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return o;
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}
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float4 frag (v2f i) : COLOR
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{
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float2 offset = i.uv;
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float2 distortedOffset = MultiplyUV (_RotationMatrix, offset.xy);
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float2 tmp = offset / _CenterRadius.zw;
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float t = min (1, length(tmp));
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offset = lerp (distortedOffset, offset, t);
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offset += _CenterRadius.xy;
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return tex2D(_MainTex, offset);
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}
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ENDCG
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}
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}
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Fallback off
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}
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