12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394 |
- Shader "FX/Glass/Stained BumpDistort (no grab)"
- {
- Properties
- {
- _BumpAmt ("Distortion", range (0,64)) = 10
- _TintAmt ("Tint Amount", Range(0,1)) = 0.1
- _MainTex ("Tint Color (RGB)", 2D) = "white" {}
- _BumpMap ("Normalmap", 2D) = "bump" {}
- }
- Category
- {
- // We must be transparent, so other objects are drawn before this one.
- Tags
- {
- "Queue"="Transparent" "RenderType"="Opaque"
- }
- SubShader
- {
- Pass
- {
- Name "BASE"
- Tags
- {
- "LightMode" = "Always"
- }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_fog
- #include "UnityCG.cginc"
- struct appdata_t
- {
- float4 vertex : POSITION;
- float2 texcoord: TEXCOORD0;
- };
- struct v2f
- {
- float4 vertex : POSITION;
- float4 uvgrab : TEXCOORD0;
- float2 uvbump : TEXCOORD1;
- float2 uvmain : TEXCOORD2;
- UNITY_FOG_COORDS(3)
- };
- float _BumpAmt;
- half _TintAmt;
- float4 _BumpMap_ST;
- float4 _MainTex_ST;
- sampler2D _GrabBlurTexture;
- float4 _GrabBlurTexture_TexelSize;
- sampler2D _BumpMap;
- sampler2D _MainTex;
- v2f vert(const appdata_t v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- #if UNITY_UV_STARTS_AT_TOP
- const float scale = -1.0;
- #else
- float scale = 1.0;
- #endif
- o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
- o.uvgrab.zw = o.vertex.zw;
- o.uvbump = TRANSFORM_TEX(v.texcoord, _BumpMap);
- o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
- UNITY_TRANSFER_FOG(o, o.vertex);
- return o;
- }
- half4 frag(v2f i) : SV_Target
- {
- // calculate perturbed coordinates
- // we could optimize this by just reading the x & y without reconstructing the Z
- const half2 bump = UnpackNormal(tex2D(_BumpMap, i.uvbump)).rg;
- const float2 offset = bump * _BumpAmt * _GrabBlurTexture_TexelSize.xy;
- i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
- half4 col = tex2Dproj(_GrabBlurTexture, UNITY_PROJ_COORD(i.uvgrab));
- const half4 tint = tex2D(_MainTex, i.uvmain);
- col = lerp(col, tint, _TintAmt);
- UNITY_APPLY_FOG(i.fogCoord, col);
- return col;
- }
-
- ENDCG
- }
- }
- }
- }
|