// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' // Shader created with Shader Forge v1.18 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge 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Intensity,ptin:_NormalIntensity,varname:node_1201,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.4781802,max:1;n:type:ShaderForge.SFN_ComponentMask,id:8123,x:32727,y:33264,varname:node_8123,prsc:2,cc1:0,cc2:1,cc3:-1,cc4:-1|IN-9680-OUT;n:type:ShaderForge.SFN_Multiply,id:9091,x:31932,y:32490,varname:node_9091,prsc:2|A-2607-OUT,B-1770-OUT;n:type:ShaderForge.SFN_Vector1,id:1770,x:31834,y:32601,varname:node_1770,prsc:2,v1:0.75;n:type:ShaderForge.SFN_Vector1,id:1327,x:32580,y:33474,varname:node_1327,prsc:2,v1:0.1;n:type:ShaderForge.SFN_Multiply,id:2036,x:32919,y:33421,varname:node_2036,prsc:2|A-8123-OUT,B-1327-OUT;proporder:3414-1201-2527-685;pass:END;sub:END;*/ Shader "DCG/Water Shader/Backface Distortion" { Properties { _Normal ("Normal", 2D) = "bump" {} _NormalIntensity ("Normal Intensity", Range(0, 1)) = 0.4781802 _Size ("Size", Range(0, 1)) = 0.5641026 _Speed ("Speed", Range(0, 4)) = 2.283741 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } GrabPass{ } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha Cull Front ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform sampler2D _GrabTexture; uniform float4 _TimeEditor; uniform sampler2D _Normal; uniform float4 _Normal_ST; uniform float _Size; uniform float _Speed; uniform float _NormalIntensity; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 screenPos : TEXCOORD1; UNITY_FOG_COORDS(2) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); float3 objScale = 1.0/recipObjScale; o.pos = UnityObjectToClipPos(v.vertex); UNITY_TRANSFER_FOG(o,o.pos); o.screenPos = o.pos; return o; } float4 frag(VertexOutput i) : COLOR { float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); float3 objScale = 1.0/recipObjScale; #if UNITY_UV_STARTS_AT_TOP float grabSign = -_ProjectionParams.x; #else float grabSign = _ProjectionParams.x; #endif i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 ); i.screenPos.y *= _ProjectionParams.x; float4 node_8110 = _Time + _TimeEditor; float node_2453 = (_Speed*node_8110.r); float2 node_314 = (i.uv0*float2(objScale.r,objScale.b)*_Size); float2 node_9690 = (((node_314+float2(0.5,0.5))*0.75)+node_2453*float2(1,-1)); float3 node_9810 = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(node_9690, _Normal))); float2 node_1291 = (node_314+node_2453*float2(-1,1)); float3 node_3463 = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(node_1291, _Normal))); float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + (lerp(float3(0,0,1),float3((node_9810.r+node_3463.r),(node_9810.g+node_3463.g),1.0),_NormalIntensity).rg*0.1); float4 sceneColor = tex2D(_GrabTexture, sceneUVs); /////// Vectors: ////// Lighting: float3 finalColor = 0; fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,0.0),1); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }