先把代码摆在这,有空再分析
Shader "Unlit/Window"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Size("Size", float) = 1
_T("Time", float) = 1
_Distortion("Distortion",range(-5,5))=1
_Blur("Blur",range(0,1))=1
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Transparent"}
LOD 100
GrabPass{"_GrabTexture"}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//#pragma target 3.0
// make fog work
#pragma multi_compile_fog
#define S(a,b,t) smoothstep(a,b,t)
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};