// Per pixel bumped refraction. // Uses a normal map to distort the image behind, and // an additional texture to tint the color. Shader "Custom/Bumped Glass" { Properties { _BumpAmt ("Distortion", range (0,128)) = 10 _MainTex ("Tint Color (RGB)", 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" 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; 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; 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 } } } } }