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CodenamePenguin/Assets/AureDevGames/Water Stylized Shader Orto & Perspective Camera/Shader/HLSL/DistortUV.hlsl
T

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2026-01-25 17:22:11 +01:00
void DistortUV_float(float2 UV, float Amount, out float2 Out)
{
float time = _Time.y;
UV.y += Amount * 0.01 * (sin(UV.x * 3.5 + time * 0.35) + sin(UV.x * 4.8 + time * 1.05) + sin(UV.x * 7.3 + time * 0.45)) / 3.0;
UV.x += Amount * 0.12 * (sin(UV.y * 4.0 + time * 0.50) + sin(UV.y * 6.8 + time * 0.75) + sin(UV.y * 11.3 + time * 0.2)) / 3.0;
UV.y += Amount * 0.12 * (sin(UV.x * 4.2 + time * 0.64) + sin(UV.x * 6.3 + time * 1.65) + sin(UV.x * 8.2 + time * 0.45)) / 3.0;
Out = UV;
}
void DistortUV_half(half2 UV, half Amount, out half2 Out)
{
half time = _Time.y;
UV.y += Amount * 0.01 * (sin(UV.x * 3.5 + time * 0.35) + sin(UV.x * 4.8 + time * 1.05) + sin(UV.x * 7.3 + time * 0.45)) / 3.0;
UV.x += Amount * 0.12 * (sin(UV.y * 4.0 + time * 0.50) + sin(UV.y * 6.8 + time * 0.75) + sin(UV.y * 11.3 + time * 0.2)) / 3.0;
UV.y += Amount * 0.12 * (sin(UV.x * 4.2 + time * 0.64) + sin(UV.x * 6.3 + time * 1.65) + sin(UV.x * 8.2 + time * 0.45)) / 3.0;
Out = UV;
}