冯乐乐的《Unity Shader入门精要》附带项目,其中部分shader已经修改测试
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Shader "Unlit/TestWarp1Shader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BumpMap ("Normal Map", 2D) = "bump" {}
_GlassColor ("Glass Color" ,COLOR) = (1,1,1,1)
_ScaleTest("Scale Vertex" ,float) = 1
_TexTint("Tex Tint",float) = 0.2
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Transparent" }
LOD 100
GrabPass { "_RefractionTex2" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
//#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _RefractionTex2;
float4 _RefractionTex2_ST;
sampler2D _BumpMap;
float4 _BumpMap_ST;
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _GlassColor;
float _TexTint;
float _ScaleTest;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 scrPos : TEXCOORD0;
float2 uv : TEXCOORD1;
UNITY_FOG_COORDS(1)
};
v2f vert (a2v v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
//o.vertex = float4(o.vertex.x+(1+sin(o.vertex.x+_ScaleTest)),o.vertex.y,o.vertex.z,o.vertex.w);
o.scrPos = ComputeGrabScreenPos(o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 tex = tex2D(_MainTex, i.uv);
fixed4 texTint = _TexTint*fixed4(i.vertex.z,i.vertex.z,i.vertex.z,1);
// sample the texture
float2 offset = float2(1,1);
i.scrPos.xy = i.scrPos.xy+sin(float2(0,i.scrPos.y));
//i.scrPos.xy = tex.xy * i.scrPos.z + i.scrPos.xy;
fixed4 refrCol = tex2D(_RefractionTex2, i.scrPos.xy/i.scrPos.w);
fixed4 col = tex2D(_RefractionTex2, i.uv);
return refrCol+_GlassColor+tex*texTint;
//return tex*_TexTint;
}
ENDCG
}
}
}