OvertakingLegend/Assets/Amazing Assets/Curved World/Shaders/Built-In/Unity Standard Assets/GlassStainedBumpDistort.shader

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2025-03-24 03:08:22 +00:00
// Curved World <http://u3d.as/1W8h>
// Copyright (c) Amazing Assets <https://amazingassets.world>
// Per pixel bumped refraction.
// Uses a normal map to distort the image behind, and
// an additional texture to tint the color.
Shader "Amazing Assets/Curved World/Unity Standard Assets/Glass/Stained BumpDistort"
{
Properties
{
[HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
_BumpAmt ("Distortion", range (0,128)) = 10
_Color ("Tint Color", color) = (1, 1, 1, 1)
_MainTex ("Map", 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
{
// 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"
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord: TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 uvgrab : TEXCOORD0;
float2 uvbump : TEXCOORD1;
float2 uvmain : TEXCOORD2;
UNITY_FOG_COORDS(3)
};
fixed4 _Color;
float _BumpAmt;
float4 _BumpMap_ST;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent)
#else
CURVEDWORLD_TRANSFORM_VERTEX(v.vertex)
#endif
#endif
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) * _Color;
col *= tint;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
}