Shader "SGame/Particles/Screen_Distortion" { Properties { _Diffuse ("基础贴图", 2D) = "white" {} _V ("基础贴图动画V", Float ) = 0 _U ("基础贴图动画U", Float ) = 0 _Value ("扭曲强度", Float ) = 1 _Mask ("遮罩贴图", 2D) = "white" {} [MaterialToggle] _MaskUseR ("遮罩是否黑底", Float) = 0 _Mask1USpeed ("遮罩动画U", Float) = 0 _Mask1VSpeed ("遮罩动画V", Float) = 0 _MaskIntensity ("遮罩强度", Float) = 1 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "Queue"="Overlay" "RenderType" = "Transparent" "IgnoreProjector" = "True" "PreviewType" = "Plane" "PerformanceChecks" = "False" "RenderPipeline" = "UniversalPipeline" "LightMode" = "ScreenDistortion" } Blend SrcAlpha OneMinusSrcAlpha Cull Off ZWrite Off Lighting Off Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" TEXTURE2D(_Diffuse); SAMPLER(sampler_Diffuse); TEXTURE2D(_Mask); SAMPLER(sampler_Mask); TEXTURE2D_X(_CameraOpaqueTextureClone); SAMPLER(sampler_CameraOpaqueTextureClone); CBUFFER_START(UnityPerMaterial) float4 _Diffuse_ST; half4 _Mask_ST; half _Mask1USpeed; half _Mask1VSpeed; float _V; float _U; float _Value; float _MaskIntensity; half _MaskUseR; CBUFFER_END struct Attributes { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float4 vertexColor : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 vertexColor : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; inline float3 SampleSceneColor(float2 uv) { return SAMPLE_TEXTURE2D_X(_CameraOpaqueTextureClone, sampler_CameraOpaqueTextureClone, UnityStereoTransformScreenSpaceTex(uv)).rgb; } inline Varyings vert (Attributes v) { Varyings o = (Varyings)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); o.pos = vertexInput.positionCS; o.vertexColor = v.vertexColor; o.uv0 = v.texcoord0; return o; } inline half4 frag(Varyings i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float2 uvDiffuse = i.uv0 + float2(_U, _V) * _Time.y; float4 diffuseTex = SAMPLE_TEXTURE2D(_Diffuse, sampler_Diffuse, TRANSFORM_TEX(uvDiffuse, _Diffuse)); half2 sceneUVs = (i.pos.xy / _ScreenParams.xy) + (_Value * diffuseTex.a * float2(diffuseTex.r, diffuseTex.g) * i.vertexColor.a); half4 mask_Var = SAMPLE_TEXTURE2D(_Mask, sampler_Mask, TRANSFORM_TEX(i.uv0, _Mask) + half2(_Mask1USpeed, _Mask1VSpeed) * _Time.y); half mask = ((sqrt(mask_Var.r) * _MaskUseR + mask_Var.a * (1 - _MaskUseR))) * _MaskIntensity; half4 sceneColor = half4(SampleSceneColor(sceneUVs), 1); half alpha = mask * diffuseTex.a * i.vertexColor.a; return half4(sceneColor.rgb, clamp(alpha, 0, 1)); } ENDHLSL } } }