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69 lines
1.3 KiB
Plaintext
69 lines
1.3 KiB
Plaintext
2 months ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/Twist Effect" {
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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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{
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Pass
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{
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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_ST;
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uniform float4 _MainTex_TexelSize;
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uniform float _Angle;
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uniform float4 _CenterRadius;
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struct v2f {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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float2 uvOrig : TEXCOORD1;
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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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float2 uv = v.texcoord.xy - _CenterRadius.xy;
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o.uv = TRANSFORM_TEX(uv, _MainTex); //MultiplyUV (UNITY_MATRIX_TEXTURE0, uv);
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o.uvOrig = uv;
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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.uvOrig;
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float angle = 1.0 - length(offset / _CenterRadius.zw);
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angle = max (0, angle);
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angle = angle * angle * _Angle;
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float cosLength, sinLength;
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sincos (angle, sinLength, cosLength);
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float2 uv;
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uv.x = cosLength * offset[0] - sinLength * offset[1];
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uv.y = sinLength * offset[0] + cosLength * offset[1];
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uv += _CenterRadius.xy;
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return tex2D(_MainTex, uv);
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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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