1 // Per pixel bumped refraction.
2 // Uses a normal map to distort the image behind, and
3 // an additional texture to tint the color.

4
5 Shader
"FX/Glass/Stained BumpDistort" {
6 Properties {
7     _BumpAmt (
"Distortion", range (0,128)) = 10
8     _MainTex (
"Tint Color (RGB)", 2D) = "white" {}
9     _BumpMap (
"Normalmap", 2D) = "bump" {}
10 }
11
12 Category {
13
14     
// We must be transparent, so other objects are drawn before this one.
15     Tags {
"Queue"="Transparent" "RenderType"="Opaque" }
16
17
18     SubShader {
19
20         
// This pass grabs the screen behind the object into a texture.
21         
// We can access the result in the next pass as _GrabTexture
22         GrabPass {
23             Name
"BASE"
24             Tags {
"LightMode" = "Always" }
25         }
26         
27         
// Main pass: Take the texture grabbed above and use the bumpmap to perturb it
28         
// on to the screen
29         Pass {
30             Name
"BASE"
31             Tags {
"LightMode" = "Always" }
32             
33 CGPROGRAM
34 #pragma vertex vert
35 #pragma fragment frag
36 #pragma multi_compile_fog
37 #include
"UnityCG.cginc"
38
39 struct
appdata_t {
40     float4 vertex : POSITION;
41     float2 texcoord: TEXCOORD0;
42 };

43
44 struct
v2f {
45     float4 vertex : SV_POSITION;
46     float4 uvgrab : TEXCOORD0;
47     float2 uvbump : TEXCOORD1;
48     float2 uvmain : TEXCOORD2;
49     UNITY_FOG_COORDS(
3)
50 };

51
52 float
_BumpAmt;
53 float4 _BumpMap_ST;
54 float4 _MainTex_ST;
55
56 v2f vert (appdata_t v)
57 {
58     v2f o;
59     o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
60     #
if UNITY_UV_STARTS_AT_TOP
61     
float scale = -1.0;
62     #
else
63     
float scale = 1.0;
64     #endif
65     o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) *
0.5;
66     o.uvgrab.zw = o.vertex.zw;
67     o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
68     o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
69     UNITY_TRANSFER_FOG(o,o.vertex);
70     
return o;
71 }
72
73 sampler2D _GrabTexture;
74 float4 _GrabTexture_TexelSize;
75 sampler2D _BumpMap;
76 sampler2D _MainTex;
77
78 half4 frag (v2f i) : SV_Target
79 {
80     
// calculate perturbed coordinates
81     half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg;
// we could optimize this by just reading the x & y without reconstructing the Z
82     float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
83     i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
84     
85     half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
86     half4 tint = tex2D(_MainTex, i.uvmain);
87     col *= tint;
88     UNITY_APPLY_FOG(i.fogCoord, col);
89     
return col;
90 }
91 ENDCG
92         }
93     }
94
95     
// ------------------------------------------------------------------
96     
// Fallback for older cards and Unity non-Pro
97
98     SubShader {
99         Blend DstColor Zero
100         Pass {
101             Name
"BASE"
102             SetTexture [_MainTex] { combine texture }
103         }
104     }
105 }
106
107 }


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