108 lines
2.8 KiB
Plaintext
108 lines
2.8 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Custom/Cloak Shader" {
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Properties {
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_MainTex ("Tint Color (RGB)", 2D) = "white" {}
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_ScndTex ("Highlight Color (RGB)", 2D) = "white" {}
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_BumpAmt ("Distortion", range (0,10000)) = 10
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_BumpMap ("Normalmap", 2D) = "bump" {}
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}
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Category {
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// This is transparent so objects behind the shader are drawn beforehand.
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Tags { "Queue"="Transparent" "RenderType"="Opaque" }
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SubShader {
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// A pass to grab the scene behind the object and denerate a texture.
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// The result will be available as _GrabTexture
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GrabPass {
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Name "BASE"
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Tags { "LightMode" = "Always" }
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}
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// The main pass takes the generated texture and uses the bumpmap
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// to distort it accordingly
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Pass {
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Name "BASE"
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Tags { "LightMode" = "Always" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord: TEXCOORD0;
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};
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struct v2f {
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float4 vertex : POSITION;
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float4 uvgrab : TEXCOORD0;
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float2 uvbump : TEXCOORD1;
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float2 uvmain : TEXCOORD2;
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float2 uvscnd : TEXCOORD3;
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};
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float _BumpAmt; //A slider to fine tune the distortion
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float4 _BumpMap_ST; //Distortion map is a grayscale texture, midgray is neutral.
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float4 _MainTex_ST; //Darkening texture for color effects and such, white is neutral.
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float4 _ScndTex_ST; //Texture used for highlights, black is neutral.
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
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o.uvgrab.zw = o.vertex.zw;
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o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
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o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
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o.uvscnd = TRANSFORM_TEX( v.texcoord, _ScndTex );
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return o;
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}
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sampler2D _GrabTexture;
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float4 _GrabTexture_TexelSize;
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sampler2D _BumpMap;
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sampler2D _MainTex;
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sampler2D _ScndTex;
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half4 frag( v2f i ) : COLOR
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{
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// math of the distortion
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half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x & y without reconstructing the Z
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float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
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i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
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half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
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half4 tint = tex2D( _MainTex, i.uvmain );
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half4 high = tex2D( _ScndTex, i.uvscnd );
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// Adding the higlight at 20% strentgh then doing the darkening color effect
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return (col + (high * 0.2)) / tint;
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}
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ENDCG
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}
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}
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// ------------------------------------------------------------------
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// Fallback for Old graphics cards and Unity vanilla fallback
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SubShader {
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Blend DstColor Zero
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Pass {
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Name "BASE"
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SetTexture [_MainTex] { combine texture }
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}
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}
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}
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} |