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April 11, 2019 20:58
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Reflection Camera -> Render Texture -> Material with Reflection shader
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Shader "Unlit/Custom/Reflection" { | |
Properties { | |
_MainTex ("Texture", 2D) = "white" {} | |
_Tint ("Tint", Color) = (1,1,1,1) | |
_Intensity ("Intensity", Range(0, 1)) = 0.5 | |
_Speed ("Speed", Range(0, 1)) = 0.5 | |
_Scale ("Scale", Range(0, 1)) = 0.5 | |
_Contrast ("Contrast", Range(0, 1)) = 0.5 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma multi_compile_fog | |
#include "UnityCG.cginc" | |
struct appdata { | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f { | |
float2 uv : TEXCOORD0; | |
UNITY_FOG_COORDS(1) | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
float4 _Tint; | |
float _Intensity; | |
float _Speed; | |
float _Scale; | |
float _Contrast; | |
v2f vert (appdata input) { | |
v2f output; | |
output.vertex = UnityObjectToClipPos(input.vertex); | |
output.uv = TRANSFORM_TEX(input.uv, _MainTex); | |
UNITY_TRANSFER_FOG(output, output.vertex); | |
return output; | |
} | |
float4 frag (v2f input) : SV_Target { | |
float2 uv = input.uv; | |
float wave = (1 - pow(uv.y, 2) / ((1 - (_Intensity / 2)))) * 64; | |
float falloff = pow(1.125 - uv.y, 1 + (1 - _Intensity / 2) * 4); | |
float power = (1 - pow(1 - _Intensity / 2, 3.0)); | |
float scale = 1 + (1 - _Scale) * 2; | |
uv.y = scale - uv.y * scale; | |
uv.x += sin(_Time.w * _Speed * 8 + wave) * falloff * power; | |
float4 color = tex2D(_MainTex, uv); | |
color = pow(color, 1 + _Contrast * _Contrast); | |
color *= _Tint; | |
UNITY_APPLY_FOG(input.fogCoord, color); | |
return color; | |
} | |
ENDCG | |
} | |
} | |
} |
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