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Displacement.shader
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Displacement.shader
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Shader "Custom/DisplacementImgEff"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_DisplacementTex("Diplacement",2D) = "white" {}
_Magnitude("Magnitude",Range(0,1)) =0
_SeaColor("SeaColor",Color) = (1,1,1,1)
_Speed("Speed",Range(0,1)) = 1
}
SubShader
{
Pass
{
Cull Off ZWrite Off ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _DisplacementTex;
float _Magnitude;
fixed4 _SeaColor;
float _Speed;
fixed4 frag (v2f i) : SV_Target
{
float4 duv = float4(i.uv.r,i.uv.g,0,1);
duv.y*=0.2;
duv.x*=0.1;
duv.y+=_Time*_Speed;
duv.x+_Time;
fixed4 disp = tex2D(_DisplacementTex,duv);
float2 dispUV = ((disp*2)-1) *_Magnitude;
fixed4 col = tex2D(_MainTex, i.uv+dispUV)*_SeaColor;
return col;
}
ENDCG
}
}
}