Shader "Hidden/DistordFromTex" { Properties { _Tex("InputTex", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #include "UnityCustomRenderTexture.cginc" #pragma vertex CustomRenderTextureVertexShader #pragma fragment frag #pragma target 3.0 sampler2D _Tex; float4 frag(v2f_customrendertexture IN) : COLOR { float4 c = float4(0,0,0,0); c.rgb = tex2D(_Tex, IN.localTexcoord.xy).rgb; c.rg = c.rg * 2 - 1; return c; } ENDCG } } }