// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "KriptoFX/ME/DistortionSlime" { Properties{ _TintColor("Main Color", Color) = (1,1,1,1) _MainTex("Base (RGB) Emission Tex (A)", 2D) = "white" {} _CutOut("CutOut (A)", 2D) = "white" {} _BumpMap("Normalmap", 2D) = "bump" {} _BumpAmt("Distortion", Float) = 10 } Category{ Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "LightMode" = "CustomDistortion" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Offset -1,-1 Cull Off SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _BumpMap; sampler2D _CutOut; samplerCUBE _Cube; float _BumpAmt; sampler2D _GrabTexture; float4 _GrabTexture_TexelSize; float4 _TintColor; float _FPOW; float _R0; struct appdata_t { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { half4 vertex : POSITION; half2 uv_MainTex: TEXCOORD0; half2 uv_BumpMap : TEXCOORD1; half2 uv_CutOut : TEXCOORD2; half4 grab : TEXCOORD3; fixed4 color : COLOR; }; float4 _MainTex_ST; float4 _BumpMap_ST; float4 _CutOut_ST; v2f vert(appdata_full v) { v2f o; o.uv_MainTex = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv_BumpMap = TRANSFORM_TEX(v.texcoord, _BumpMap); o.uv_CutOut = TRANSFORM_TEX(v.texcoord, _CutOut); o.vertex = UnityObjectToClipPos(v.vertex); #if UNITY_UV_STARTS_AT_TOP half scale = -1.0; #else half scale = 1.0; #endif o.grab.xy = (half2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5; o.grab.zw = o.vertex.w; #if UNITY_SINGLE_PASS_STEREO o.grab.xy = TransformStereoScreenSpaceTex(o.grab.xy, o.grab.w); #endif o.color = v.color; return o; } fixed4 frag(v2f i) : COLOR { half4 tex = tex2D(_MainTex, i.uv_MainTex); half4 c = tex * _TintColor; half4 cut = tex2D(_CutOut, i.uv_CutOut); half3 normal = UnpackNormal(tex2D(_BumpMap, i.uv_BumpMap)); half2 offset = normal.rg * _BumpAmt * _GrabTexture_TexelSize.xy * i.color.a; i.grab.xy = offset * i.grab.z + i.grab.xy; half4 col = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.grab)); fixed gray = col.r * 0.3 + col.g * 0.59 + col.b * 0.11; half3 emission = col.rgb*_TintColor.rgb; return fixed4(emission, cut.a * _TintColor.a * i.color.r * i.color.a); } ENDCG } } } }