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109 lines
2.6 KiB
109 lines
2.6 KiB
// Per pixel bumped refraction. |
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// Uses a normal map to distort the image behind, and |
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// an additional texture to tint the color. |
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Shader "FX/Glass/Stained BumpDistort" { |
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Properties { |
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_BumpAmt ("Distortion", range (0,128)) = 10 |
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_MainTex ("Tint Color (RGB)", 2D) = "white" {} |
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_BumpMap ("Normalmap", 2D) = "bump" {} |
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} |
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Category { |
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// We must be transparent, so other objects are drawn before this one. |
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Tags { "Queue"="Transparent" "RenderType"="Opaque" } |
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SubShader { |
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// This pass grabs the screen behind the object into a texture. |
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// We can access the result in the next pass as _GrabTexture |
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GrabPass { |
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Name "BASE" |
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Tags { "LightMode" = "Always" } |
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} |
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// Main pass: Take the texture grabbed above and use the bumpmap to perturb it |
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// on to the screen |
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Pass { |
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Name "BASE" |
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Tags { "LightMode" = "Always" } |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma multi_compile_fog |
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#include "UnityCG.cginc" |
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struct appdata_t { |
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float4 vertex : POSITION; |
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float2 texcoord: TEXCOORD0; |
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}; |
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struct v2f { |
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float4 vertex : SV_POSITION; |
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float4 uvgrab : TEXCOORD0; |
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float2 uvbump : TEXCOORD1; |
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float2 uvmain : TEXCOORD2; |
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UNITY_FOG_COORDS(3) |
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}; |
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float _BumpAmt; |
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float4 _BumpMap_ST; |
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float4 _MainTex_ST; |
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v2f vert (appdata_t v) |
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{ |
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v2f o; |
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o.vertex = UnityObjectToClipPos(v.vertex); |
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o.uvgrab = ComputeGrabScreenPos(o.vertex); |
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o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap ); |
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o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex ); |
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UNITY_TRANSFER_FOG(o,o.vertex); |
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return o; |
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} |
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sampler2D _GrabTexture; |
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float4 _GrabTexture_TexelSize; |
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sampler2D _BumpMap; |
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sampler2D _MainTex; |
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half4 frag (v2f i) : SV_Target |
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{ |
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#if UNITY_SINGLE_PASS_STEREO |
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i.uvgrab.xy = TransformStereoScreenSpaceTex(i.uvgrab.xy, i.uvgrab.w); |
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#endif |
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// calculate perturbed coordinates |
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half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x & y without reconstructing the Z |
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float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy; |
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#ifdef UNITY_Z_0_FAR_FROM_CLIPSPACE //to handle recent standard asset package on older version of unity (before 5.5) |
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i.uvgrab.xy = offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(i.uvgrab.z) + i.uvgrab.xy; |
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#else |
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i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy; |
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#endif |
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half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); |
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half4 tint = tex2D(_MainTex, i.uvmain); |
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col *= tint; |
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UNITY_APPLY_FOG(i.fogCoord, col); |
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return col; |
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} |
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ENDCG |
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} |
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} |
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// ------------------------------------------------------------------ |
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// Fallback for older cards and Unity non-Pro |
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SubShader { |
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Blend DstColor Zero |
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Pass { |
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Name "BASE" |
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SetTexture [_MainTex] { combine texture } |
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} |
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} |
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} |
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}
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