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CrowdControl/Assets/Feel/MMTools/Tools/MMShaders/MMRipple.shader

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1 month ago
Shader "MoreMountains/MMRipple"
{
Properties
{
_RippleAlpha("Ripple Alpha", Float) = 1
_RippleIntensity("Ripple Intensity", Float) = 1
_Hue("Hue", Color) = (1, 1, 1, 1)
_NormalMap("Normal Map", 2D) = "white" {}
_Density("Soft Particles Factor", Range(0, 3)) = 1
}
SubShader
{
Tags
{
"Queue" = "Transparent+1" "RenderType" = "Transparent"
}
Zwrite Off
Blend SrcAlpha OneMinusSrcAlpha
GrabPass
{
"_BackgroundTexture"
}
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma multi_compile_particles
#pragma fragment frag
#pragma vertex vert
float _RippleAlpha;
float _RippleIntensity;
fixed4 _Hue;
sampler2D _BackgroundTexture;
sampler2D _NormalMap;
sampler2D_float _CameraDepthTexture;
float _Density;
struct v2f
{
float4 grabScreenPosition : TEXCOORD0;
float4 position : SV_POSITION;
fixed4 color : COLOR;
float2 normalMap : TEXCOORD1;
#ifdef SOFTPARTICLES_ON
float4 computedScreenPosition : TEXCOORD2;
#endif
};
v2f vert(appdata_full v)
{
v2f o;
o.position = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.computedScreenPosition = ComputeScreenPos(o.position);
COMPUTE_EYEDEPTH(o.computedScreenPosition.z);
#endif
o.grabScreenPosition = ComputeGrabScreenPos(o.position);
o.color = v.color;
o.normalMap = v.texcoord;
return o;
}
half4 frag(v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.computedScreenPosition)));
float partZ = i.computedScreenPosition.z;
float fade = saturate(_Density * (sceneZ - partZ));
i.color.a *= fade;
#endif
half3 ripple = UnpackNormal(tex2D(_NormalMap, i.normalMap.xy));
i.grabScreenPosition.xy += ripple.xy / ripple.z * _RippleIntensity * i.color.a;
half4 backgroundColor = tex2Dproj(_BackgroundTexture, i.grabScreenPosition);
_Hue.a = _RippleAlpha;
return backgroundColor * _Hue;
}
ENDCG
}
}
FallBack "Particle/AlphaBlended"
}