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| Shader "Custom/RainedGlassEffects" { Properties { _MainTex("Texture", 2D) = "white" {} _Size("Size",float) = 1 _t("Time",float) = 1 _Distortion("Distortion",Range(-5,5)) = 1 _Blur("blur",range(0,1)) = 0 }
SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Transparent"} LOD 100 GrabPass{"_GrabTexture"} Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #define S(a,b,c) smoothstep(a,b,c) #include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0;
};
struct v2f { float2 uv : TEXCOORD0; float4 grabUv : TEXCOORD1; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION;
};
sampler2D _MainTex,_GrabTexture; float4 _MainTex_ST; float _Size,_t, _T,_Distortion,_Blur;
float4 offsets;
v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.grabUv = UNITY_PROJ_COORD(ComputeGrabScreenPos(o.vertex)); UNITY_TRANSFER_FOG(o,o.vertex);
return o; }
float N21(float2 p) { p = frac(p * float2(123.34,345.45)); p += dot(p,p + 34.345); return frac(p.x * p.y); }
float3 Layer(float2 UV, float t) {
float4 col = 0;
float2 aspect = float2(2, 1); float2 uv = UV * _Size * aspect;
uv.y += t * 0.25;
float2 gv = frac(uv) - .5; float2 id = floor(uv);
float n = N21(id); t += n*6.18;
float w = UV.y * 10;
float x = (n - .5) * .8; x += (.4 - abs(x)) * sin(3 * w) * pow(sin(w), 6) * .45;
float y = -sin(t + sin(t + sin(t) * .5)) * .45; y -= (gv.x - x) * (gv.x - x); float2 dropPos = (gv - float2(x, y)) / aspect; float drop = S(.05, .03, length(dropPos));
float2 trailPos = (gv - float2(x, t * .25)) / aspect; trailPos.y = (frac(trailPos.y * 8) - 0.5) / 8;
float trail = S(.03, .01, length(trailPos)); float frogTrail = S(-.05, .05, dropPos.y); frogTrail *= S(.5, y, gv.y); trail *= frogTrail; frogTrail *= S(.05, .04, abs(dropPos.x));
col += frogTrail * .5; col += trail; col += drop;
if (gv.x > .48 || gv.y > .49) col = float4(1, 0, 0, 1);
float2 offs = drop * dropPos + trail * trailPos; return float3(offs, frogTrail);
}
fixed4 frag(v2f i) : SV_Target {
float t = fmod(_Time.y + _t,7200); float4 col = 0; float3 drops = Layer(i.uv,t); drops += Layer(i.uv * 1.11 + 8.43,t); float fade = 1 - saturate(fwidth(i.uv) * 60);
float blur = _Blur * 7 * (1 - drops.z * fade);
float2 projUv = i.grabUv.xy / i.grabUv.w; projUv += drops.xy * _Distortion * fade; blur *= 0.01; const float numSamples = 16;
float a = N21(i.uv) * 6.18; for (float i = 0; i < numSamples; i++) { float2 offs = float2(sin(a),cos(a)) * blur; float d = frac(sin((i + 1) * 546.) * 5425.); d = sqrt(d); offs *= d; col += tex2D(_GrabTexture,projUv + offs); a++; } col /= numSamples; return col * 0.9; } ENDCG } } }
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