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bansonic_beta_main/Assets/Shaders/GlobalDistortion.shader

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Shader "Hidden/Bansonic/GlobalDistortion"
{
SubShader
{
Tags { "RenderPipeline" = "UniversalPipeline" }
ZWrite Off
Cull Off
ZTest Always
Pass
{
Name "GlobalDistortion"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma target 4.5
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
float _DistortionIntensity;
float _NoiseStrength;
float _RadialStrength;
float _NoiseScale;
float2 _DistortionCenter;
float _EdgeFade;
half4 Frag(Varyings input) : SV_Target
{
float2 uv = input.texcoord;
float2 centered = uv - _DistortionCenter;
float distanceFromCenter = length(centered);
float2 direction = distanceFromCenter > 0.0001 ? centered / distanceFromCenter : float2(0.0, 0.0);
float normalizedDistance = saturate(distanceFromCenter * 1.41421356);
float edgeMask = saturate(1.0 - pow(normalizedDistance, _EdgeFade));
float t = _Time.y;
float noiseA = sin((uv.x + t * 0.73) * _NoiseScale) * cos((uv.y - t * 1.13) * (_NoiseScale * 0.87));
float noiseB = cos((uv.x * 1.31 - t * 0.41) * (_NoiseScale * 0.63)) * sin((uv.y * 1.11 + t * 0.52) * (_NoiseScale * 1.21));
float2 radialOffset = direction * edgeMask * (_RadialStrength * 0.03) * _DistortionIntensity;
float2 noiseOffset = float2(noiseA, noiseB) * (_NoiseStrength * 0.015) * _DistortionIntensity;
float2 sampleUv = uv + radialOffset + noiseOffset;
sampleUv = clamp(sampleUv, 0.0, 1.0);
return SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, sampleUv);
}
ENDHLSL
}
}
}