RefractionEffect
Author: Nils Daumann.
Contents |
Description
This is some basic fullscreen refraction effect. It shifts a refraction texture which disorts the screen and also allows to color specific parts.
Works on fragment program capable cards (Radeon 9500+, GeForce FX+, Intel 9xx).
Requires Unity PRO. This script uses texture rendering and Post-processing only available in Unity Pro
Usage
- Speed (XY) the movement speed.
- Strength (ZW) the strengths of disortion.
- Refraction Tilefac is the tiling of the refraction texture.
- Refraction (RG) is the refraction texture, where usually the red and blue channel of a normalmap are doing a good job.
- Colormask (B) is a factor defining how much Color effects the refracted pixel.
- Color is the color you want to give the refracted pixels.
Download
ShaderLab - ImageRefractionEffect.shader
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Shader "Image Effects/Refraction"
{
Properties
{
_SpeedStrength ("Speed (XY), Strength (ZW)", Vector) = (1, 1, 1, 1)
_RefractTexTiling ("Refraction Tilefac", Float) = 1
_RefractTex ("Refraction (RG), Colormask (B)", 2D) = "bump" {}
_Color ("Color (RGB)", Color) = (1, 1, 1, 1)
_MainTex ("Base (RGB) DON`T TOUCH IT! :)", RECT) = "white" {}
}
SubShader
{
Pass
{
ZTest Always Cull Off ZWrite Off
Fog{Mode off}
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
uniform samplerRECT _MainTex;
uniform sampler2D _RefractTex;
uniform float4 _SpeedStrength;
uniform float _RefractTexTiling;
uniform float4 _Color;
float4 frag (v2f_img i) : COLOR
{
float2 refrtc = i.uv*_RefractTexTiling;
float4 refract = tex2D(_RefractTex, refrtc+_SpeedStrength.xy*_Time.x);
refract.rg = refract.rg*2.0-1.0;
float4 original = texRECT(_MainTex, i.uv+refract.rg*_SpeedStrength.zw);
float4 output = lerp(original, original*_Color, refract.b);
output.a = original.a;
return output;
}
ENDCG
}
}
Fallback off
}