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Shader "Custom/GlitchWireframeEffect"
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{
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  Properties
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  {
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    [Header(Vertex Displacement)]
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    _Intensity ("Vertex Intensity", Range(0,1)) = 0.3
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    _Width("Pulse Width", Range(0,1)) = 0.5
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    _PulseFreq("Pulse Freq", Range(0,1)) = 0.2
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    _Scale("Pulse Scale", Range(0,5)) = 2 
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    _Speed("Speed", Range(-5,5)) = 0.3
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    _Random("Random Offset", Range(0,5)) = 0.0
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    [Header(Tinting)]
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    _TintingBrightness("Tinting Brightness", Range(0,5)) = 1.0
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    _Stretch("Stretch Tinting Gradient", Range(0,5)) = 2
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    _Tinting("Albedo Tinting", Color) = (0,0,1,1)
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    _Tinting2("Albedo Tinting 2", Color) = (0,0,0,1)
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    [Header(Backfaces)]
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    _Brightness ("Backface Brightness", Range(0,5)) = 4
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    _BackfaceCol ("Backface Color", Color) = (0,0.5,1,1)
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    _BackfaceCol2 ("Backface Color2", Color) = (0,1,1,1)
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    _StretchBackface("Stretch BackFace Gradient", Range(0,5)) = 0.0
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    [Header(Rim)]
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    _RimBrightness("Rim Brightness", Range(0,20)) = 5
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    _RimPower("RImPOwer", Range(0,20)) = 10
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    _StretchRim("Stretch Rim Gradient", Range(0,5)) = 2
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    _RimCol ("Rim Color", Color) = (1,0,1,1)
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    _RimCol2 ("Rim Color 2", Color) = (1,1,1,1)
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    [Header(Other)]
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    _Clipping("Front Face Clipping", Range(0,1)) = 0.0
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    _Distortion("Distortion", Range(0,1)) = 0.2
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  }
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  SubShader
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  {
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    Tags { "RenderType"="Opaque" "Queue"="Geometry+2"}
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    LOD 200
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    Cull Off
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    GrabPass { "_GrabTex" }
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    CGPROGRAM
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    #include "UnityCG.cginc"
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    // Physically based Standard lighting model, and enable shadows on all light types
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    #pragma surface surf Simple vertex:vert addshadow 
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    // Use shader model 3.0 target, to get nicer looking lighting
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    #pragma target 4.0
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    sampler2D _GrabTex;
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    float4 _GrabTex_TexelSize;
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    #pragma lighting Simple exclude_path:prepass
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    inline half4 LightingSimple(SurfaceOutput s, half3 lightDir, half atten)
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    {
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      half4 c;
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      c.rgb = s.Albedo * _LightColor0.rgb *atten; 
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      c.a = s.Alpha;
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      return c;
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    }
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    struct Input
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    {
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      float4 screenPos;
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      float facing : VFACE;
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      float3 viewDir;
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      float3 worldPos;
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      float glitchPosFront;
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      float glitchPos;      
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    };
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    fixed4 _BackfaceCol2, _BackfaceCol;
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    fixed4 _Tinting, _Tinting2;
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    fixed4 _RimCol,_RimCol2;
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    float _Intensity,_Width, _PulseFreq;
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    float _Stretch, _StretchBackface, _StretchRim;
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    float _Random,_Scale,_Speed;
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    float _Brightness,_TintingBrightness,_RimBrightness;
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    float _RimPower;
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    sampler2D _CameraDepthTexture;
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    float _Distortion;
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    float _Clipping;
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    float rand(float n)
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    {
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      return frac(sin(n) * 43758.5453123);
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    }
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    void vert (inout appdata_full v, out Input o)
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    {
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      UNITY_INITIALIZE_OUTPUT (Input, o);
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      // vertex y position, with optional randomness
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      float randomPos = (rand(v.texcoord.x) * _Random ) + (v.vertex.y * _Scale);
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      float moveSpeed = _Time.y * _Speed;
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      // repeat position on model, and move it up/down
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      float glitchPos = frac((randomPos +moveSpeed ) * _PulseFreq)  ;// position on model
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      // clamp the width with a smoothstep
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      float glitchPosClamped =  smoothstep(glitchPos , glitchPos + 1, _Width );
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      // only split on the camera viewing part
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      float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
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      float frontFacing =saturate(dot(normalize(v.normal), normalize(viewDir))) ;
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      frontFacing = step(0.1, frontFacing);
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      // move vertices outward based on the glitchy position
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      v.vertex.xyz += (glitchPosClamped * normalize(v.normal)) * _Intensity * frontFacing;
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      // send positions through to the fragment function
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      o.glitchPos = glitchPos;
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      o.glitchPosFront = glitchPosClamped* frontFacing;
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    }
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    // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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    // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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    // #pragma instancing_options assumeuniformscaling
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    UNITY_INSTANCING_BUFFER_START(Props)
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    // put more per-instance properties here
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    UNITY_INSTANCING_BUFFER_END(Props)
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    float3 GetFaceNormal(float3 position) {
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      float3 dx = ddx(position);
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      float3 dy = ddy(position);
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      return normalize(cross(dy, dx));
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    }
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    void surf (Input IN, inout SurfaceOutput o)
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    {
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      // grabtex uv
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      float2 uv = IN.screenPos.xy / IN.screenPos.w;
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      // get an evened out facenormal, will make the distortions move more with the vertex movement
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      float3 faceNormal = GetFaceNormal(IN.worldPos.xyz);
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      // distorted uv 
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      float2 distortedUV = lerp(uv, (faceNormal + uv) * 0.5,  _Distortion) ;
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      // grabtex
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      float4 grabPassTex = tex2D (_GrabTex, distortedUV );
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      //base albedo is the grabtex
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      o.Albedo =  grabPassTex.rgb ;
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      // backfaces colors, lerped over glitchpos
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      float3 backGlitchCol = lerp(_BackfaceCol2, _BackfaceCol, saturate(IN.glitchPos*  _StretchBackface));
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      // tinted grabtex colors, lerped over glitchpos
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      float3 albedoTinting = lerp( _Tinting, _Tinting2,saturate(IN.glitchPos* _Stretch));
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      albedoTinting *=  grabPassTex.rgb;
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      // add tinting
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      o.Albedo += (albedoTinting * _TintingBrightness) ;
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      // use vface to only add color to the front faces
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      o.Albedo = (IN.facing>0) ? o.Albedo : 0;
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      // create a rim
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      float Rim = 1.0 - saturate(dot(normalize(faceNormal), normalize(IN.viewDir)));
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      float softRim = pow(Rim, _RimPower)  ;
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      // color rim based on glitchpos
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      float3 rimCol = lerp(_RimCol, _RimCol2,  saturate(IN.glitchPos * _StretchRim) );
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      // rimcol on frontfacing, backglithcol on backfacing
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      o.Emission = ((IN.facing>0) ?  ( rimCol * _RimBrightness) * softRim: backGlitchCol * _Brightness ) ;
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      // clip front to show into the mesh more
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      clip( ((1-IN.glitchPosFront)- _Clipping));
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      o.Alpha = 1;
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    }
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    ENDCG
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  }
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  FallBack "Diffuse"
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}
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