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							- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 
- Shader "Custom/ImageBlendEffect"
 
- {
 
- 	Properties
 
- 	{
 
- 		_MainTex ("Base", 2D) = "" {}
 
- 		_BlendTex ("Image", 2D) = "" {}
 
- 		_BumpMap ("Normalmap", 2D) = "bump" {}
 
- 	}
 
- 	
 
- 	CGINCLUDE
 
- 	
 
- 	#include "UnityCG.cginc"
 
- 	
 
- 	struct v2f
 
- 	{
 
- 		float4 pos : POSITION;
 
- 		float2 uv : TEXCOORD0;
 
- 	};
 
- 	
 
- 	sampler2D _MainTex;
 
- 	sampler2D _BlendTex;
 
- 	sampler2D _BumpMap;
 
- 	
 
- 	float _BlendAmount;
 
- 	float _EdgeSharpness;
 
- 	float _SeeThroughness;
 
- 	float _Distortion;
 
- 		
 
- 	v2f vert(appdata_img v)
 
- 	{
 
- 		v2f o;
 
- 		o.pos = UnityObjectToClipPos(v.vertex);
 
- 		o.uv = v.texcoord.xy;
 
- 		return o;
 
- 	} 
 
- 	
 
- 	half4 frag(v2f i) : COLOR
 
- 	{ 
 
- 		float4 blendColor = tex2D(_BlendTex, i.uv);
 
- 		blendColor.a = blendColor.a + (_BlendAmount * 2 - 1);
 
- 		blendColor.a = saturate(blendColor.a * _EdgeSharpness - (_EdgeSharpness - 1) * 0.5);
 
- 		
 
- 		//Distortion:
 
- 		half2 bump = UnpackNormal(tex2D(_BumpMap, i.uv)).rg;
 
- 		float4 mainColor = tex2D(_MainTex, i.uv+bump*blendColor.a*_Distortion);
 
- 		
 
- 		//return float4(i.uv.x+bump.x,i.uv.y+bump.y,0.5,0)*blendColor.a*_Distortion; //Test
 
- 		
 
- 		float4 overlayColor = blendColor;
 
- 		overlayColor.rgb = mainColor.rgb*(blendColor.rgb+0.5)*(blendColor.rgb+0.5); //double overlay
 
- 		
 
- 		blendColor = lerp(blendColor,overlayColor,_SeeThroughness);
 
- 		return lerp(mainColor, blendColor, blendColor.a);
 
- 	}
 
- 	ENDCG 
 
- 	
 
- 	Subshader
 
- 	{
 
- 		Pass
 
- 		{
 
- 			ZTest Always Cull Off ZWrite Off
 
- 			Fog
 
- 			{
 
- 				Mode off
 
- 			}
 
- 			CGPROGRAM
 
- 			#pragma fragmentoption ARB_precision_hint_fastest 
 
- 			#pragma vertex vert
 
- 			#pragma fragment frag
 
- 			ENDCG
 
- 		}
 
- 	}
 
- 	Fallback off	
 
- } 
 
 
  |