shader 法线UV扭曲(类似金箔纸效果)(SurfaceShader)

效果:
在这里插入图片描述

代码:

Shader "Custom/06"
{
    Properties
    {
        [HDR]_Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
		_DistortTexture("distort texture",2D)="bump"{}
		_Speed("Speed",float)=0
		_UVDistortIntensity("uv distort intensity",Range(0,1))=0
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" "Queue"="Geometry" }
        LOD 200

        CGPROGRAM

        #pragma surface surf Standard fullforwardshadows
        #pragma target 3.0

        sampler2D _MainTex;
        sampler2D _DistortTexture;

        struct Input
        {
            float2 uv_MainTex;
        };

        half _Glossiness;
        half _Metallic;
        half _Speed;
        half _UVDistortIntensity;
        fixed4 _Color;

        UNITY_INSTANCING_BUFFER_START(Props)
        UNITY_INSTANCING_BUFFER_END(Props)

        void surf (Input IN, inout SurfaceOutputStandard o)
        {
			float2 uv1 = IN.uv_MainTex + _Time.y*_Speed*float2(-1, -1);
			float2 uv2 = IN.uv_MainTex + _Time.y*_Speed*float2(1, 1);
			float3 Distort = UnpackScaleNormal(tex2D(_DistortTexture, IN.uv_MainTex), _UVDistortIntensity);
			float4 mainTex1 = tex2D(_MainTex, (float3(uv1,0) + Distort).xy);
			float4 mainTex2 = tex2D(_MainTex, (float3(uv2, 0) + Distort).xy);
			float4 color = _Color * mainTex1*mainTex2;
			o.Albedo = color;
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = 1;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

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