一些特效
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Shader "XuanXuan/FullScreenDisturbance"
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{
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Properties
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{
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_Strength("Strength", Range(-0.2,0.2)) =0
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_BaseMap("Base Map", 2D) = "white"
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//_Mask("Mask", 2D) = "white"
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}
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// The SubShader block containing the Shader code.
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SubShader
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{
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// SubShader Tags define when and under which conditions a SubShader block or
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// a pass is executed.
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Tags
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{
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"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"
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}
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Pass
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{
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stencil
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{
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Ref 1
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Comp equal
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Pass keep
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}
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HLSLPROGRAM
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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// This line defines the name of the vertex shader.
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#pragma vertex vert
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// This line defines the name of the fragment shader.
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#pragma fragment frag
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Texture2D _BlitTexture;
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SAMPLER(sampler_BlitTexture);
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Texture2D _BaseMap;
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SAMPLER(sampler_BaseMap);
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Texture2D _Mask;
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SAMPLER(simpler_Mask);
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float _Strength;
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struct Attributes
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{
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#if UNITY_ANY_INSTANCING_ENABLED
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uint instanceID : INSTANCEID_SEMANTIC;
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#endif
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uint vertexID : VERTEXID_SEMANTIC;
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};
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struct Varyings
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{
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float4 position : SV_POSITION;
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float2 uv : TEXCOORD0;
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#if UNITY_ANY_INSTANCING_ENABLED
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uint instanceID : CUSTOM_INSTANCE_ID;
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#endif
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};
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Varyings vert(Attributes input)
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{
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Varyings output;
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output.position = GetFullScreenTriangleVertexPosition(input.vertexID, UNITY_NEAR_CLIP_VALUE);
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output.uv = output.position.xy * 0.5 + 0.5;
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return output;
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}
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float4 frag(Varyings packedInput):SV_TARGET
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{
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float2 baseUV = packedInput.position / _ScreenParams.xy;
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float3 noise = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, baseUV);
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noise=lerp(0,noise,noise.b);
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baseUV += noise.xy * _Strength;
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return SAMPLE_TEXTURE2D(_BlitTexture, sampler_BlitTexture, baseUV);
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}
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ENDHLSL
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}
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}
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}
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