22 lines
1,016 B
HLSL
22 lines
1,016 B
HLSL
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#ifndef POI_UV_DISTORTION
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#define POI_UV_DISTORTION
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UNITY_DECLARE_TEX2D_NOSAMPLER(_DistortionFlowTexture); float4 _DistortionFlowTexture_ST;
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UNITY_DECLARE_TEX2D_NOSAMPLER(_DistortionFlowTexture1); float4 _DistortionFlowTexture1_ST;
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float _DistortionStrength;
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float _DistortionStrength1;
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float2 _DistortionSpeed;
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float2 _DistortionSpeed1;
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float2 calculateDistortionUV(float2 uv)
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{
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_DistortionStrength *= .1;
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float4 flowVector = UNITY_SAMPLE_TEX2D_SAMPLER(_DistortionFlowTexture, _MainTex, TRANSFORM_TEX(poiMesh.uv[0], _DistortionFlowTexture) + _Time.x * _DistortionSpeed) * 2 - 1;
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float4 flowVector1 = UNITY_SAMPLE_TEX2D_SAMPLER(_DistortionFlowTexture1, _MainTex, TRANSFORM_TEX(poiMesh.uv[0], _DistortionFlowTexture1) + _Time.x * _DistortionSpeed1) * 2 - 1;
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flowVector *= _DistortionStrength;
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flowVector1 *= _DistortionStrength1;
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return uv + (flowVector.xy + flowVector1.xy) / 2;
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}
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#endif
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