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- Shader "Custom/DistortionSurfaceShader" {
- Properties {
- _MainTex ("Tint Color (RGB)", 2D) = "white" {}
- _BumpAmt ("Distortion", range (0,128)) = 10
- _BumpMap ("Normalmap", 2D) = "bump" {}
- _Color ("Color", Color) = (1,1,1,1)
- _Glossiness ("Smoothness", Range(0,1)) = 0.5
- _Metallic ("Metallic", Range(0,1)) = 0.0
- }
- SubShader {
- GrabPass {}
- Cull Off
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
- LOD 200
- CGPROGRAM
- // Physically based Standard lighting model, and enable shadows on all light types
- #pragma surface surf Standard fullforwardshadows
- // Use shader model 3.0 target, to get nicer looking lighting
- #pragma target 3.0
- sampler2D _MainTex;
- sampler2D _BumpMap;
- sampler2D _GrabTexture;
- float4 _GrabTexture_TexelSize;
- float _BumpAmt;
- struct Input {
- float2 uv_MainTex;
- float2 uv_BumpMap;
- float4 screenPos;
- };
- half _Glossiness;
- half _Metallic;
- fixed4 _Color;
- // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
- // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
- // #pragma instancing_options assumeuniformscaling
- UNITY_INSTANCING_BUFFER_START(Props)
- // put more per-instance properties here
- UNITY_INSTANCING_BUFFER_END(Props)
- void surf (Input IN, inout SurfaceOutputStandard o) {
- float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
- fixed3 nor = _BumpAmt * UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
- float2 offset = nor.rg * _GrabTexture_TexelSize.xy;
- half4 col = tex2D( _GrabTexture, screenUV + offset);
- half4 tex = tex2D(_MainTex, IN.uv_MainTex);
- o.Albedo = tex.rgb * _Color.rgb * col.rgb;
- o.Normal = nor;
- o.Alpha = tex.a * _Color.a;
- // Metallic and smoothness come from slider variables
- o.Metallic = _Metallic;
- o.Smoothness = _Glossiness;
- }
- ENDCG
- }
- //FallBack "Diffuse"
- }
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