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HotAir.shader
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HotAir.shader
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Shader "ShaderZ/HotAir"//热空气主要利用uv的扭曲进行实现
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
_GrabTex("Grab Texture", 2D) = "white" {}
}
SubShader
{
ZWrite off
Cull off
Tags { "RenderType"="Transparent" }
GrabPass//捕获当前画面
{
"_GrabTex"
}
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members GrabPos)
#pragma exclude_renderers d3d11
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _GrabTex;
float4 _GrabTex_Tex;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 GrabPos: TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.GrabPos = ComputeGrabScreenPos(o.pos);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2Dproj(_GrabTex i.GrabPos);
return col;
}
ENDCG
}
}
//FallBack "Diffuse"
}