// Colorful FX - Unity Asset // Copyright (c) 2015 - Thomas Hourdel // http://www.thomashourdel.com Shader "Hidden/Colorful/Chromatic Aberration" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Refraction ("Refraction Index (RGB)", Vector) = (1.0, 1.005, 1.01, 0.0) } CGINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; half3 _Refraction; half3 compute(half2 uv) { half3 incidence = half3(2.0 * uv - 1.0, 1.0); half3 normal = half3(0.0, 0.0, -1.0); half3 refract_r = refract(incidence, normal, _Refraction.r); half3 refract_g = refract(incidence, normal, _Refraction.g); half3 refract_b = refract(incidence, normal, _Refraction.b); half2 uv_r = ((refract_r / refract_r.z).xy + 1.0) / 2.0; half2 uv_g = ((refract_g / refract_g.z).xy + 1.0) / 2.0; half2 uv_b = ((refract_b / refract_b.z).xy + 1.0) / 2.0; return half3(tex2D(_MainTex, uv_r).r, tex2D(_MainTex, uv_g).g, tex2D(_MainTex, uv_b).b); } half4 frag(v2f_img i) : SV_Target { return half4(compute(i.uv), 1.0); } half4 frag_alpha(v2f_img i) : SV_Target { return half4(compute(i.uv), tex2D(_MainTex, i.uv).a); } ENDCG SubShader { ZTest Always Cull Off ZWrite Off Fog { Mode off } // (0) Preserve alpha = false Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest ENDCG } // (1) Preserve alpha = true Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag_alpha #pragma fragmentoption ARB_precision_hint_fastest ENDCG } } FallBack off }