在U4.6.3版本里报错,估计在U5.0版本以上才可以吧
Shader "Custom/iceRefrationVF"
{Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("BaseTex", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_BumpAmt ("Distortion", range (0,1)) = 0.12
}
Category {
// We must be transparent, so other objects are drawn before this one.
Tags { "Queue"="Transparent" "RenderType"="Opaque" }
zwrite off
SubShader {
// This pass grabs the screen behind the object into a texture.
// We can access the result in the next pass as _GrabTexture
GrabPass {
Name "BASE"
Tags { "LightMode" = "Always" }
}
// Main pass: Take the texture grabbed above and use the bumpmap to perturb it
// on to the screen
Pass {
Name "BASE"
Tags {"RenderType"="Opaque" "LightMode" = "Always" }
CGPROGRAM
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma multi_compile_fog
#include "UnityCG.cginc"
#pragma target 3.0
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float4 uvgrab : TEXCOORD0;
float2 uvbump : TEXCOORD1;
float2 uvmain : TEXCOORD2;
UNITY_FOG_COORDS(3)
};
float _BumpAmt;
float4 _BumpMap_ST;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
//以上7行可以用o.uvgrab = ComputeGrabScreenPos(o.vertex);代替
o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
sampler2D _GrabTexture;
// float4 _GrabTexture_TexelSize;
float4 _Color;
sampler2D _BumpMap;
sampler2D _MainTex;
half4 frag (v2f i) : SV_Target
{
// calculate perturbed coordinates
half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg;
// we could optimize this by just reading the x & y without reconstructing the Z
float2 offset = bump * _BumpAmt ;
i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
half4 tint = tex2D(_MainTex, i.uvmain)*_Color*2;
col *= tint;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
// ------------------------------------------------------------------
// Fallback for older cards and Unity non-Pro
SubShader {
Blend DstColor Zero
Pass {
Name "BASE"
SetTexture [_MainTex] { combine texture }
}
}
}
}