Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- / Per pixel bumped refraction.
- // Uses a normal map to distort the image behind, and
- // an additional texture to tint the color.
- Shader "FX/Glass/Stained BumpDistort/Perspective" {
- Properties {
- _BumpAmt ("Distortion", range (0,128)) = 10
- _TintColor ("Tint Color", Color) = (.5, .5, .5, .5)
- _BumpMap ("Normalmap", 2D) = "bump" {}
- }
- Category {
- // We must be transparent, so other objects are drawn before this one.
- Tags { "Queue"="Transparent" "RenderType"="Opaque" }
- SubShader {
- // This pass grabs the screen behind the object into a texture.
- // We can access the result in the next pass as _GrabTexture
- GrabPass {
- Name "BASE"
- Tags { "LightMode" = "Always" }
- }
- // Main pass: Take the texture grabbed above and use the bumpmap to perturb it
- // on to the screen
- Pass {
- Name "BASE"
- Tags { "LightMode" = "Always" }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_fog
- #include "UnityCG.cginc"
- struct appdata_t {
- half4 vertex : POSITION;
- half2 texcoord: TEXCOORD0;
- };
- struct v2f {
- half4 vertex : SV_POSITION;
- half4 uvgrab : TEXCOORD0;
- half2 uvbump : TEXCOORD1;
- half2 uvmain : TEXCOORD2;
- UNITY_FOG_COORDS(3)
- };
- half _BumpAmt;
- half4 _BumpMap_ST;
- half4 _TintColor;
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uvgrab = ComputeGrabScreenPos(o.vertex);
- o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
- sampler2D _GrabTexture;
- half4 _GrabTexture_TexelSize;
- sampler2D _BumpMap;
- half4 frag (v2f i) : SV_Target
- {
- #if UNITY_SINGLE_PASS_STEREO
- i.uvgrab.xy = TransformStereoScreenSpaceTex(i.uvgrab.xy, i.uvgrab.w);
- #endif
- // calculate perturbed coordinates
- const half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x & y without reconstructing the Z
- half2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
- #ifdef UNITY_Z_0_FAR_FROM_CLIPSPACE //to handle recent standard asset package on older version of unity (before 5.5)
- i.uvgrab.xy = offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(i.uvgrab.z) + i.uvgrab.xy;
- #else
- i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
- #endif
- half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
- half4 tint = _TintColor;
- col *= tint*1.9h;
- col.a = tint.a;
- UNITY_APPLY_FOG(i.fogCoord, col);
- return col;
- }
- ENDCG
- }
- }
- // ------------------------------------------------------------------
- // Fallback for older cards and Unity non-Pro
- SubShader {
- Blend DstColor Zero
- Pass {
- Name "BASE"
- SetTexture [_MainTex] { combine texture }
- }
- }
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement