// Curved World // Copyright (c) Amazing Assets // 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" }