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@valryon
Created October 10, 2016 15:27
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Save valryon/f840ac45292324176ec13d018c6d2217 to your computer and use it in GitHub Desktop.
Colored Water2D shader with a normal map for Unity
Shader "Custom/Water2D Surface" {
Properties {
_Color("Color", Color) = (1,1,1,1)
_MainTex ("Normalmap", 2D) = "bump" {}
_Magnitude("Magnitude", Range(0,1)) = 0.05
}
Category {
// We must be transparent, so other objects are drawn before this one.
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
ZWrite On
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 { "LightMode" = "Always" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag alpha
//#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float4 uvgrab : TEXCOORD0;
float2 uvmain : TEXCOORD2;
UNITY_FOG_COORDS(3)
};
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
float _BumpAmt;
float4 _BumpMap_ST;
float _Magnitude;
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;
o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
sampler2D _BumpMap;
half4 frag (v2f i) : SV_Target
{
// Calculate perturbed coordinates
half4 bump = tex2D(_MainTex, i.uvmain);
half2 distortion = UnpackNormal(bump).rg;
i.uvgrab.xy += distortion * _Magnitude;
// Get pixel in GrabTexture, rendered in previous pass
half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
// Apply color
col *= _Color;
//UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
}
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