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Question by chirpywiz711 · Dec 29, 2018 at 11:12 PM · shaderlightingvertex shader

Glass Distort Shader lighting & mesh distortion

I am using the glass distort shader from unity standard assets, and I would like to add toon ramp lighting, reflection, blur, and distortion based on the shape of the mesh (i.e. a magnifying glass effect for round meshes)
This is my code so far.

 // Per pixel bumped refraction.
 // Uses a normal map to distort the image behind, and
 // an additional texture to tint the color.
 
 Shader "FX/Glass/Stained BumpDistort" {
 Properties {
     _BumpAmt  ("Distortion", range (0,128)) = 10
     _Albedo ("Color", color) = (1,1,1,1)
     _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 _Albedo;
 float4 _BumpMap_ST;
 float4 _MainTex_ST;
 
 v2f vert (appdata_t v)
 {
     v2f o;
     o.vertex = UnityObjectToClipPos(v.vertex);
     o.uvgrab = ComputeGrabScreenPos(o.vertex);
     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
 {
     #if UNITY_SINGLE_PASS_STEREO
     i.uvgrab.xy = TransformStereoScreenSpaceTex(i.uvgrab.xy, i.uvgrab.w);
     #endif
 
     // 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;
     #ifdef UNITY_Z_0_FAR_FROM_CLIPSPACE //to handle recent standard asset package on older version of unity (before 5.5)
         i.uvgrab.xy = offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(i.uvgrab.z) + i.uvgrab.xy;
     #else
         i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
     #endif
 
     half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
     half4 tint = tex2D(_MainTex, i.uvmain)*_Albedo;
     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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