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unity shader玻璃折射 unity shader实现玻璃折射效果

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Shader "Unlit/render_reflect"
{
 Properties
 {
 _MainTex ("Texture", 2D) = "white" {}
 }
 SubShader
 {
 Tags {"Queue" = "Transparent" "RenderType"="Opaque" }
 LOD 100
 GrabPass{"_ScreenTex"}
 Pass
 {
  CGPROGRAM
  #pragma vertex vert
  #pragma fragment frag
  // make fog work
  #pragma multi_compile_fog
  
  #include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
  struct appdata
  {
  float4 vertex : POSITION;
  float2 uv : TEXCOORD0;
  };

  struct v2f
  {
  float4 uv : TEXCOORD0;
  float2 uv2 : TEXCOORD1;
  float4 vertex : SV_POSITION;
  };

  sampler2D _MainTex;
  float4 _MainTex_ST;
  sampler2D _ScreenTex;
  v2f vert (appdata v)
  {
  v2f o;
  o.vertex = UnityObjectToClipPos(v.vertex);
  o.uv2 = TRANSFORM_TEX(v.uv, _MainTex);
  o.uv = ComputeGrabScreenPos(o.vertex);
  //o.uv.x = 1 - o.uv.x;
  return o;
  }
  
  fixed4 frag (v2f i) : SV_Target
  {
  // sample the texture
  i.uv.xy += float2(0.1,0.1);
  fixed4 fra = tex2D(_ScreenTex, i.uv.xy/i.uv.w);
  fixed4 fle = tex2D(_MainTex, i.uv2);
  // apply fog
  return lerp(fra, fle, 0.2);
  }
  ENDCG
 }
 }
}

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