As the character in Chameleon Run runs, a water-like blur effect is created. I would really appreciate some guidelines on how I could create this effect in SpriteKit and Unity. Please see the image below.
1 Answer
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It looks to me like this could be done with a TrailRenderer. This leaves a ribbon of 3D geometry behind a moving object, onto which we can assign a material to control the way it renders.
We can use a custom shader incorporating a GrabPass to take a snapshot of the frame buffer, sampling it with a distortion offset, to get a refractive watery look:
Shader "Unlit/DistortionTrail"
{
Properties
{
_Intensity ("Intensity", Range(-1, 1)) = 1
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
LOD 100
GrabPass {"_Refract"}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 projected : TEXCOORD1;
float4 vertex : SV_POSITION;
};
sampler2D _Refract;
float2 _Refract_TexelSize;
float _Intensity;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.projected = o.vertex;
// Some video settings flip the captured image - flip it back.
#if UNITY_UV_STARTS_AT_TOP
o.projected.y *= sign(_Refract_TexelSize.y);
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// Convert interpolated vertex position in device coordinates
// into a texture coordinate in the range 0...1
float2 screenUV = (i.projected.xy / i.projected.w) * 0.5f + 0.5f;
// Ripple the distortion across the width of the trail.
// (squaring y makes the ripples look a bit less rigid/uniform)
float distortion = sin(i.uv.y * i.uv.y * 3.141592653589f * 5.0f);
// Fade the distortion along the length of the trail.
distortion *= 1.0f - i.uv.x;
// Control max distortion using material parameter.
distortion *= _Intensity;
// Offset our lookup coordinates using the distortion.
screenUV += distortion * float2(0.5, 1);
// Sample the captured snapshot of the frame.
fixed4 col = tex2D(_Refract, screenUV);
return col;
}
ENDCG
}
}
}
Here's an example of this in motion: