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Forked from Fewes/Distortion.shader
Created February 21, 2021 02:06
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Distortion shader for Unity. Supports a normal map.
Shader "Distortion"
{
Properties
{
_Refraction ("Refraction", Range (0.00, 10.0)) = 1.0
_Power ("Power", Range (1.00, 10.0)) = 1.0
_AlphaPower ("Vertex Alpha Power", Range (1.00, 10.0)) = 1.0
_BumpMap( "Normal Map", 2D ) = "bump" {}
_Cull ( "Face Culling", Int ) = 2
}
SubShader
{
Tags { "Queue" = "Transparent+1" }
GrabPass
{
"_GrabTexture"
}
Pass
{
Cull [_Cull]
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#include "UnityStandardUtils.cginc"
#include "UnityStandardInput.cginc"
// From Valve's Lab Renderer, Copyright (c) Valve Corporation, All rights reserved.
float3 Vec3TsToWs( float3 vVectorTs, float3 vNormalWs, float3 vTangentUWs, float3 vTangentVWs )
{
float3 vVectorWs;
vVectorWs.xyz = vVectorTs.x * vTangentUWs.xyz;
vVectorWs.xyz += vVectorTs.y * vTangentVWs.xyz;
vVectorWs.xyz += vVectorTs.z * vNormalWs.xyz;
return vVectorWs.xyz; // Return without normalizing
}
// From Valve's Lab Renderer, Copyright (c) Valve Corporation, All rights reserved.
float3 Vec3TsToWsNormalized( float3 vVectorTs, float3 vNormalWs, float3 vTangentUWs, float3 vTangentVWs )
{
return normalize( Vec3TsToWs( vVectorTs.xyz, vNormalWs.xyz, vTangentUWs.xyz, vTangentVWs.xyz ) );
}
struct VS_INPUT
{
float4 vPosition : POSITION;
float3 vNormal : NORMAL;
float2 vTexcoord0 : TEXCOORD0;
float4 vTangentUOs_flTangentVSign : TANGENT;
float4 vColor : COLOR;
};
struct PS_INPUT
{
float4 vGrabPos : TEXCOORD0;
float4 vPos : SV_POSITION;
float4 vColor : COLOR;
float2 vTexCoord0 : TEXCOORD1;
float3 vNormalWs : TEXCOORD2;
float3 vTangentUWs : TEXCOORD3;
float3 vTangentVWs : TEXCOORD4;
};
PS_INPUT vert(VS_INPUT i)
{
PS_INPUT o;
// Clip space position
o.vPos = UnityObjectToClipPos(i.vPosition);
// Grab position
o.vGrabPos = ComputeGrabScreenPos(o.vPos);
// World space normal
o.vNormalWs = UnityObjectToWorldNormal(i.vNormal);
// Tangent
o.vTangentUWs.xyz = UnityObjectToWorldDir( i.vTangentUOs_flTangentVSign.xyz ); // World space tangentU
o.vTangentVWs.xyz = cross( o.vNormalWs.xyz, o.vTangentUWs.xyz ) * i.vTangentUOs_flTangentVSign.w;
// Texture coordinates
o.vTexCoord0.xy = i.vTexcoord0.xy;
// Color
o.vColor = i.vColor;
return o;
}
sampler2D _GrabTexture;
float _Refraction;
float _Power;
float _AlphaPower;
float4 frag(PS_INPUT i) : SV_Target
{
// Tangent space normals
float3 vNormalTs = UnpackScaleNormal( tex2D( _BumpMap, i.vTexCoord0.xy ), 1 );
// Tangent space -> World space
float3 vNormalWs = Vec3TsToWsNormalized( vNormalTs.xyz, i.vNormalWs.xyz, i.vTangentUWs.xyz, i.vTangentVWs.xyz );
// World space -> View space
float3 vNormalVs = normalize(mul((float3x3)UNITY_MATRIX_V, vNormalWs));
// Calculate offset
float2 offset = vNormalVs.xy * _Refraction;
offset *= pow(length(vNormalVs.xy), _Power);
// Scale to pixel size
offset /= float2(_ScreenParams.x, _ScreenParams.y);
// Scale with screen depth
offset /= i.vPos.z;
// Scale with vertex alpha
offset *= pow(i.vColor.a, _AlphaPower);
// Sample grab texture
float4 vDistortColor = tex2Dproj(_GrabTexture, i.vGrabPos + float4(offset, 0.0, 0.0));
// Debug normals
// return float4(vNormalVs * 0.5 + 0.5, 1);
return vDistortColor;
}
ENDCG
}
}
}
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