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3
Question by $$anonymous$$ · Aug 29, 2014 at 01:44 PM · camera2dshaderdistortion

2D and distortion shader

So im trying to make some sort of distortion. Everything looks fine with perspective camera,but doesnt work with 2D/ortographic camera.

Perspective camera alt text

2D/Ortographic camera

alt text

Here`s my shader.

 Shader "Effects/Distortion/CullBack+1" {
 Properties {
         _Color ("Main Color", Color) = (1,1,1,1)
         _MainTex ("Base (RGB) Gloss (A)", 2D) = "black" {}
         _BumpMap ("Normalmap", 2D) = "bump" {}
         _ColorStrength ("Color Strength", Float) = 1
         _BumpAmt ("Distortion [0-100]", range (0, 100)) = 10
         
 }
 
 SubShader {
         Tags { "Queue"="Transparent+1" "RenderType"="Transperent" }
         GrabPass {}    
         LOD 200
         ZWrite On
         Cull Back
 
 CGPROGRAM
 
 #pragma surface surf Lambert alpha vertex:vert
 
 sampler2D _MainTex;
 sampler2D _BumpMap;
 
 float _BumpAmt;
 float _ColorStrength;
 sampler2D _GrabTexture;
 float4 _GrabTexture_TexelSize;
 
 float4 _Color;
 
 struct Input {
         float2 uv_MainTex;
         float2 uv_BumpMap;
         float4 proj : TEXCOORD0;
 };
 
 void vert (inout appdata_full v, out Input o) {
     UNITY_INITIALIZE_OUTPUT(Input,o);
     float4 oPos = mul(UNITY_MATRIX_MVP, v.vertex);
     #if UNITY_UV_STARTS_AT_TOP
         float scale = -1.0;
     #else
         float scale = 1.0;
     #endif
     o.proj.xy = (float2(oPos.x, oPos.y*scale) + oPos.w) * 0.5;
     o.proj.zw = oPos.zw;
     
 }
  
 void surf (Input IN, inout SurfaceOutput o) {
         o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
        
         half2 offset = o.Normal.rg * _BumpAmt * _GrabTexture_TexelSize.xy;
         IN.proj.xy = offset * IN.proj.z + IN.proj.xy;
         half4 col = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(IN.proj));
 
         fixed4 tex = tex2D(_MainTex, IN.uv_MainTex) * _Color;
         o.Emission = col.xyz + tex*_ColorStrength;
         o.Alpha = _Color.a;
 }
 ENDCG
 }
 
 FallBack "Effects/Distortion/Free/CullBack"
 }
без имени-2.jpg (236.7 kB)
без имени-3.jpg (216.0 kB)
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Answer by daniel-eherbert · Aug 18, 2015 at 06:37 AM

I haven't tried your shader, but perhaps IN.proj.z (from mul(UNITY_MATRIX_MVP, v.vertex).z) is different/zero with an orthographic setup. I imagine the concept of "depth" is different to an orthographic camera...

Maybe try some changes like this to help you find out what's going on:

 Shader "Effects/Distortion/CullBack+1" {
  Properties {
          _Color ("Main Color", Color) = (1,1,1,1)
          _MainTex ("Base (RGB) Gloss (A)", 2D) = "black" {}
          _BumpMap ("Normalmap", 2D) = "bump" {}
          _ColorStrength ("Color Strength", Float) = 1
          _BumpAmt ("Distortion [0-100]", range (0, 100)) = 10
          _Distance ("Distance", Float) = 1
  }
  
 [... snip ...]
 
  float _BumpAmt;
  float _ColorStrength;
  sampler2D _GrabTexture;
  float4 _GrabTexture_TexelSize;
  float _Distance;
  
 [... snip ...]
 
          //IN.proj.xy = offset * IN.proj.z + IN.proj.xy;
          IN.proj.xy = offset * _Distance + IN.proj.xy;
 
 [... snip ...]
 
  FallBack "Effects/Distortion/Free/CullBack"
  }

(Note addition of _Distance)

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