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- Shader "Deformed/Basic"
- {
- Properties
- {
- _Color ("Main Color", Color) = (.5,.5,.5,1)
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _Distance ("Distance", Float) = 4.0
- }
- SubShader
- {
- Pass
- {
- CGPROGRAM
- #pragma exclude_renderers xbox360
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
- float4 _Color;
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float _Distance;
- struct appdata
- {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- float3 normal : NORMAL;
- };
- struct v2f
- {
- float4 pos : POSITION;
- float2 texcoord : TEXCOORD0;
- float3 normal;
- };
- v2f vert (appdata v)
- {
- float4 transformedVertex = mul(_Object2World, v.vertex);
- float3 transformedUnitVertex = normalize(float3(
- - transformedVertex.x,
- - transformedVertex.y,
- _Distance
- ));
- float4 distortedVertex = float4(
- transformedUnitVertex.x * (transformedVertex.z - _Distance - 0.5f),
- transformedUnitVertex.y * (transformedVertex.z - _Distance - 0.5f),
- transformedUnitVertex.z * (transformedVertex.z - _Distance - 0.5f),
- 1.0
- );
- float4 distortedModelspaceVertex = mul(_World2Object, distortedVertex);
- v2f vd;
- vd.pos = mul(UNITY_MATRIX_MVP, distortedModelspaceVertex);
- vd.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
- vd.normal = v.normal;
- return vd;
- }
- float4 frag (v2f i) : COLOR
- {
- float d = clamp(dot(i.normal, float3(0.0, 0.0, -1.0)), 0.0, 1.0);
- float4 s = tex2D(_MainTex, i.texcoord);
- return _Color * (s * 0.5 + s * d * 0.5);
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
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