Help with explosion script for airplane, IDK whats wrong with script
Shader "HeatDistort" Properties { _BumpAmt ("Distortion", range (0,128)) = 10 _MainTex ("Tint Color (RGB)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} }
CGINCLUDE #pragma fragmentoption ARB_precision_hint_fastest #pragma fragmentoption ARB_fog_exp2 #include "UnityCG.cginc"
sampler2D _GrabTexture : register(s0); float4 _GrabTexture_TexelSize; sampler2D _BumpMap : register(s1); sampler2D _MainTex : register(s2);
struct v2f { float4 vertex : POSITION; float4 uvgrab : TEXCOORD0; float2 uvbump : TEXCOORD1; float2 uvmain : TEXCOORD2; };
uniform float _BumpAmt;
half4 frag( v2f i ) : COLOR { // 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; i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
half4 col = tex2Dproj( _GrabTexture, i.uvgrab.xyw );
half4 col = tex2Dproj(sampler2D, float4|half4|min10float4|min16float4)
half4 tint = tex2D( _MainTex, i.uvmain );
return col * tint;
} ENDCG
Category {
// We must be transparent, so other objects are drawn before this one.
Tags { "Queue"="Transparent+100" "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
struct appdata_t { float4 vertex : POSITION; float2 texcoord: TEXCOORD0; };
v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); #if UNITY_UV_STARTS_AT_TOP float scale = -1.0; #else float scale = 1.0; #endif o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5; o.uvgrab.zw = o.vertex.zw; o.uvbump = MultiplyUV( UNITY_MATRIX_TEXTURE1, v.texcoord ); o.uvmain = MultiplyUV( UNITY_MATRIX_TEXTURE2, v.texcoord ); return o; } ENDCG } }
// ------------------------------------------------------------------
// Fallback for older cards and Unity non-Pro
SubShader {
Blend DstColor Zero
Pass {
Name "BASE"
SetTexture [_MainTex] { combine texture }
}
}
}
}
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