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Question by belamessex · Dec 26, 2015 at 11:17 AM · shadershadersshader programming

Help with modding FX/Glass/Stained BumpDistort shader

Hi, I've searched for this discussion, but I don't think it's been covered: I'd like to add a couple functions (sorry if my shader lingo sucks, I'm learning) to the standard assets glass bumpdistort shader so I can create a water effect. I've tried modding myself, to no avail, so i figured I'd put it out there. The shader is almost perfect, but I think I'll need two more things: add a specular property and add scrolling to the bump map (so it looks like the water is moving a bit). Also, getting rid of the 2D texture as the main color and changing it to RGBA color would be nice too. Any help with the scripting and logic would be appreciated as I am very new to shader code. I'll also paste the standard asset shader code for reference.

 Shader "FX/Glass/Stained BumpDistort" {
 Properties {
     _BumpAmt  ("Distortion", range (0,128)) = 10
     _MainTex ("Tint Color (RGB)", 2D) = "white" {}
     _BumpMap ("Normalmap", 2D) = "bump" {}
 }
 
 Category {
 
     // We must be transparent, so other objects are drawn before this one.
     Tags { "Queue"="Transparent" "RenderType"="Opaque" }
 
 
     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
 #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 uvbump : TEXCOORD1;
     float2 uvmain : TEXCOORD2;
     UNITY_FOG_COORDS(3)
 };
 
 float _BumpAmt;
 float4 _BumpMap_ST;
 float4 _MainTex_ST;
 
 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.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
     o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
     UNITY_TRANSFER_FOG(o,o.vertex);
     return o;
 }
 
 sampler2D _GrabTexture;
 float4 _GrabTexture_TexelSize;
 sampler2D _BumpMap;
 sampler2D _MainTex;
 
 half4 frag (v2f i) : SV_Target
 {
     // calculate perturbed coordinates
     half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x & y without reconstructing the Z
     float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
     i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
     
     half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
     half4 tint = tex2D(_MainTex, i.uvmain);
     col *= tint;
     UNITY_APPLY_FOG(i.fogCoord, col);
     return col;
 }
 ENDCG
         }
     }
 
     // ------------------------------------------------------------------
     // Fallback for older cards and Unity non-Pro
 
     SubShader {
         Blend DstColor Zero
         Pass {
             Name "BASE"
             SetTexture [_MainTex] {    combine texture }
         }
     }
 }
 
 }
 
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avatar image Namey5 · Feb 01, 2016 at 08:36 AM 0
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I'd honestly recommend surface shaders if you plan on doing lighting interactions, i.e specular. They're much simpler and fairly easy to learn. Also, through that you could very easily access the normal map uv coords. I believe Aubergine's answer here http://forum.unity3d.com/threads/refraction-example.78750/ works quite well, and you can get rid of the vertex shader entirely by using the built in screenPos ins$$anonymous$$d. Then you could use the built in blinnphong shading model for specularity, or even the Standard shading model for better specularity and reflections. This is my custom water shader I made a while ago: alt text

6.png (486.3 kB)

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