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| Shader "CookbookShaders/Ch06/StainedGlass" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Base (RGBA)", 2D) = "white" {} | |
| _BumpMap ("Noise Texture", 2D) = "bump" {} | |
| _Magnitude("Magnitude", Range(0,1)) = 0.05 | |
| } | |
| SubShader | |
| { | |
| Tags | |
| { | |
| "Queue" = "Transparent" | |
| "IgnoreProjector" = "True" | |
| "RenderType" = "Opaque" | |
| } | |
| ZWrite On Lighting Off Cull Off Fog{ Mode Off } Blend One Zero | |
| GrabPass {} // first pass is a grab pass | |
| Pass // rest of the code is in the second pass | |
| { | |
| CGPROGRAM | |
| #pragma vertex vert | |
| #pragma fragment frag | |
| #include "UnityCG.cginc" | |
| sampler2D _MainTex; | |
| sampler2D _BumpMap; | |
| float _Magnitude; | |
| sampler2D _GrabTexture; // automatically generated by the GrabPass | |
| struct vertInput | |
| { | |
| float4 vertex : POSITION; | |
| float2 texcoord : TEXCOORD0; | |
| }; | |
| struct vertOutput | |
| { | |
| float4 vertex : POSITION; | |
| float2 texcoord : TEXCOORD0; | |
| float4 uvgrab : TEXCOORD1; | |
| }; | |
| vertOutput vert(vertInput v) | |
| { | |
| vertOutput o; | |
| o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); | |
| o.texcoord = v.texcoord; | |
| o.uvgrab = ComputeGrabScreenPos(o.vertex); // grab screen texture | |
| return o; | |
| } | |
| half4 frag(vertOutput i) : COLOR | |
| { | |
| half4 mainColor = tex2D(_MainTex, i.texcoord); | |
| half4 bump = tex2D(_BumpMap, i.texcoord); | |
| half2 distortion = UnpackNormal(bump).rg; | |
| i.uvgrab.xy += distortion * _Magnitude; // distortion: offset the UV data of the grab texture | |
| fixed4 col = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); // apply the screen texture in the correct position | |
| return col * mainColor; | |
| } | |
| ENDCG | |
| } | |
| } | |
| } |
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