68 lines
2.1 KiB
Plaintext
68 lines
2.1 KiB
Plaintext
Shader "Hidden/StylizedWater2/SphereMappedDistortionOffset"
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{
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SubShader
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{
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Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" }
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ZTest Always
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ZWrite Off
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Cull Off //Mesh already has flipped normals
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ZClip Off
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#include "../Libraries/URP.hlsl" //Required to find DecodeHDREnvironment down the line
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#include "UnderwaterEffects.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float3 positionWS : TEXCOORD0;
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float3 positionOS : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings vert (Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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//Mesh is rendered at Matrix4x4.identity, hence vertices are transformed manually
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//Scale to the projection's field of view
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//Additional scale increases noise frequency, but also offers more variety
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output.positionOS = input.positionOS.xyz * unity_CameraInvProjection._m11;
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//Position to camera origin
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output.positionWS.xyz = _WorldSpaceCameraPos.xyz + output.positionOS;
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output.positionCS = TransformWorldToHClip(output.positionWS);
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return output;
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}
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float4 frag (Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float offset = MapWorldSpaceDistortionOffsets(input.positionOS);
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return float4(offset.xxx, 1.0);
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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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