ArabDesert/Assets/harry_t/ht8b_shaders/wallbubbles.shader

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Shader "harry_t/wallbubbles"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Mask( "Mask", 2D) = "white" {}
_MaskSize( "MaskSize", Range(0,1000)) = 1.0
_OffsetMap( "Offset", 2D ) = "white" {}
_Color( "Color", Color ) = (1,1,1,1)
_OffsetIntensity( "Warp Strength", Range(0,10) ) = 0.0
_Speed( "Speed", Range(-2, 2)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _OffsetMap;
sampler2D _Mask;
half _OffsetIntensity;
half _Speed;
half _MaskSize;
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float2 flooredUV = (1.0 / _MaskSize) * floor(i.uv / (1.0 / _MaskSize));
fixed4 sampleOffset = tex2D( _OffsetMap, flooredUV + float2(0.0, _Time.g * _Speed) );
fixed4 c = tex2D( _MainTex, flooredUV + float2(0.0, _OffsetIntensity * sampleOffset.r) ) * _Color;
c *= tex2D( _Mask, i.uv * float2(_MaskSize, _MaskSize) ).r;
return c * 2;
}
ENDCG
}
}
}