Shader "Unlit/Water"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_GlassNormal("GlassNormal",2D)="while"{}
_GlassIntensity("GlassIntensity",float)=0
}
SubShader
{
GrabPass{
Name "BASE"
Tags { "LightMode" = "Always" }
}
Tags { "Queue"="Transparent+100" "RenderType"="Transparent" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 grabuv:TEXCOORD1;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _GrabTexture;
sampler2D _GlassNormal;
float4 _GrabTexture_TexelSize;
float _GlassIntensity;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.grabuv=ComputeGrabScreenPos(o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
float2 N=UnpackNormal(tex2D(_GlassNormal,i.uv));
float2 offset_ = N * _GrabTexture_TexelSize.xy*_GlassIntensity;
float4 grabuv=i.grabuv;
grabuv.xy+=sin(offset_);
fixed4 grabCol=tex2Dproj(_GrabTexture,UNITY_PROJ_COORD(grabuv));
return col*grabCol;
}
ENDCG
}
}
}
效果图: