法线扭曲cg

Shader "Custom/spaceShader"
{
    Properties
    {
        [HDR]_Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _DistortTexture("DistortTexture",2D)="bump"{}
        _Speed("Speed",float)=0
        _UVDisIntensity("UVDisIntensity",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
        // Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf Standard fullforwardshadows

        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0

        sampler2D _MainTex;
        sampler2D _DistortTexture;
        struct Input
        {
            float2 uv_MainTex;
        };

        half _Glossiness;
        half _Metallic;
        fixed4 _Color;
        float _UVDisIntensity;
        float _Speed;

        // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
        // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
        // #pragma instancing_options assumeuniformscaling
        UNITY_INSTANCING_BUFFER_START(Props)
            // put more per-instance properties here
        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),_UVDisIntensity);
            float4 mainTexture1=tex2D(_MainTex,(float3(uv1,0)+Distort).xy);
            float4 mainTexture2=tex2D(_MainTex,(float3(uv2,0)+Distort).xy);
            float4 color=_Color*mainTexture1*mainTexture2;
            o.Emission=color;
            o.Albedo = color;
            // Metallic and smoothness come from slider variables
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = 1;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

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