Shader "Fluxy/Editor/Flipbooks/FlipbookPreview" { Properties { _MainTex ("Density flipbook", 2D) = "white" {} _Velocity ("Velocity flipbook", 2D) = "white" {} } SubShader { Cull Off Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} ZWrite Off Pass { Name "Render" Blend One OneMinusSrcAlpha HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile __ INTERPOLATION #include "UnityCG.cginc" #include "../../../Resources/Shaders/FluidUtils.hlsl" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float2 clipUV : TEXCOORD1; float4 vertex : SV_POSITION; }; float4 _Detail_ST; uniform float4x4 unity_GUIClipTextureMatrix; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); float3 eyePos = UnityObjectToViewPos(v.vertex); o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0)); o.uv = v.uv; return o; } sampler2D _MainTex; sampler2D _GUIClipTexture; float _PlaybackSpeed; float _Duration; float _AspectRatio; float _Interpolation; int _FrameCount; int _Columns; float4 frag (v2f i) : SV_Target { float frameDuration = _Duration / _FrameCount; int rows = ceil(_FrameCount / (float)_Columns); float currentFrame = _Time.y / frameDuration * _PlaybackSpeed; float2 uv = FlipbookUV(i.uv, rows, _Columns, _FrameCount, currentFrame); #if INTERPOLATION float frameProgress = frac(currentFrame); float2 frameSize = float2(_Columns, rows); float2 uv2 = FlipbookUV(i.uv, rows, _Columns, _FrameCount, currentFrame + 1); float2 velocity = UnpackVelocity(tex2D(_Velocity,uv).xy); float2 velocity2 = UnpackVelocity(tex2D(_Velocity,uv2).xy); float4 state = tex2D(_MainTex, uv - velocity * frameProgress * frameDuration / frameSize * _Interpolation); float4 state2 = tex2D(_MainTex, uv2 + velocity2 * (1 - frameProgress) * frameDuration / frameSize * _Interpolation); state = lerp(state, state2, frameProgress); #else float4 state = tex2D(_MainTex, uv); #endif float3 col1 = float3(0.1,0.1,0.1); float3 col2 = float3(0.2,0.2,0.2); float total = floor(i.uv.x * _AspectRatio * 16) + floor(i.uv.y * 16); float4 checker = float4(lerp(0.1, 0.2, step(fmod(total, 2.0), 0.5)).xxx, 1.0); return lerp(checker, state, state.a) * tex2D(_GUIClipTexture, i.clipUV).a; } ENDHLSL } } }