forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			112 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			112 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
// 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" {
 | 
						|
Properties {
 | 
						|
	_BumpAmt  ("Distortion", range (0,128)) = 10
 | 
						|
	_MainTex ("Tint Color (RGB)", 2D) = "white" {}
 | 
						|
	_Color("Color", Color) = (1, 1, 1, 1)
 | 
						|
	_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 {
 | 
						|
	float4 vertex : POSITION;
 | 
						|
	float2 texcoord: TEXCOORD0;
 | 
						|
};
 | 
						|
 | 
						|
struct v2f {
 | 
						|
	float4 vertex : SV_POSITION;
 | 
						|
	float4 uvgrab : TEXCOORD0;
 | 
						|
	float2 uvbump : TEXCOORD1;
 | 
						|
	float2 uvmain : TEXCOORD2;
 | 
						|
	UNITY_FOG_COORDS(3)
 | 
						|
};
 | 
						|
 | 
						|
float _BumpAmt;
 | 
						|
float4 _BumpMap_ST;
 | 
						|
float4 _MainTex_ST;
 | 
						|
float4 _Color;
 | 
						|
 | 
						|
v2f vert (appdata_t v)
 | 
						|
{
 | 
						|
	v2f o;
 | 
						|
	o.vertex = UnityObjectToClipPos(v.vertex);
 | 
						|
	o.uvgrab = ComputeGrabScreenPos(o.vertex);
 | 
						|
	o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
 | 
						|
	o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
 | 
						|
	UNITY_TRANSFER_FOG(o,o.vertex);
 | 
						|
	return o;
 | 
						|
}
 | 
						|
 | 
						|
sampler2D _GrabTexture;
 | 
						|
float4 _GrabTexture_TexelSize;
 | 
						|
sampler2D _BumpMap;
 | 
						|
sampler2D _MainTex;
 | 
						|
 | 
						|
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
 | 
						|
	half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x & y without reconstructing the Z
 | 
						|
	float2 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 = tex2D(_MainTex, i.uvmain);
 | 
						|
	col *= tint * _Color;
 | 
						|
	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 }
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
}
 |