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