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Question by mikii123 · Feb 08, 2016 at 11:38 AM · shadersimage effectsdistortionpass

Distortion Shader for a Black Hole

I'm writing a shader to render a Gravitational Lens for my black hole. It's rendering like an image effect, but I don't want it to be like that, because it renders on top of the whole image, so even something that's in front of the Hole gets distorted.
So I started to rewrite my code from image effect to a modified distortion shader using GrabPass.

As it was working in image effect, it doesn't in distortion.

The image effect was rendering on top and applying the distortion onto the final image.
The distortion shader should grab texture from behind the object, distort it and apply it onto the image. Than everything else should render.

What do I have to do to make it work? What's wrong?


--------------------

The Image Effect Shader:

 Shader "FX/Gravitation Lensing Shader" {
 Properties {
     _MainTex ("Base (RGB)", 2D) = "black" {}
 }
 
 SubShader
 {
     Pass
     {
         ZTest Always Cull Off ZWrite Off
         Fog { Mode off }
                 
         CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
         #pragma fragmentoption ARB_precision_hint_fastest 
         #include "UnityCG.cginc"
 
         uniform sampler2D _MainTex;
         uniform float2 _Position;
         uniform float _Rad;
         uniform float _Ratio;
         uniform float _Distance;
 
         struct v2f 
         {
             float4 pos : POSITION;
             float2 uv : TEXCOORD0;
         };
 
         v2f vert( appdata_img v )
         {
             v2f o;
             o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
             o.uv = v.texcoord;
             return o;
         }
         
         float4 frag (v2f i) : COLOR
         {
             float2 offset = i.uv - _Position; // We shift our pixel to the desired position
             float2 ratio = {_Ratio,1}; // determines the aspect ratio
             float rad = length(offset / ratio); // the distance from the conventional "center" of the screen.
             float deformation = 1/pow(rad*pow(_Distance,0.5),2)*_Rad*2;
             
             offset =offset*(1-deformation);
             
             offset += _Position;
             
             half4 res = tex2D(_MainTex, offset);
             if (rad*_Distance<pow(2*_Rad/_Distance,0.5)*_Distance) {res.g = 0; res.b = 0; res.r = 0;} // verification of compliance with the Einstein radius
             //if (rad*_Distance<_Rad){res.r=0;res.g=0;res.b=0;} // check radius BH
             return res;
         }
         ENDCG
 
     }
 }
 
 Fallback off
 
 }


--------------------

The Distortion Shader:

 Shader "FX/BlackRender" {
 
 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 float2 _Position;
 uniform float _Distance;
 
 half4 frag( v2f i ) : COLOR
 {
     float2 offset = i.uvgrab - _Position; // We shift our pixel to the desired position
     float2 ratio = {1,1}; // determines the aspect ratio
     float rad = length(offset / ratio); // the distance from the conventional "center" of the screen.
     float deformation = 1/pow(rad*pow(_Distance,0.5),2)*0.1*2;
     
     offset = offset*(1-deformation);
 
     //if (rad*_Distance<_Rad){res.r=0;res.g=0;res.b=0;} // check radius BH
 
     offset = offset * _GrabTexture_TexelSize.xy;
     offset += _Position;
     i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
     
     half4 res = tex2D( _GrabTexture, i.uvgrab.xy );
     //if (rad*1<pow(2*0.1/1,0.5)*1) {res.g = 0; res.b = 0; res.r = 0;} // verification of compliance with the Einstein radius
     return res;
 }
 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 = mul(UNITY_MATRIX_MVP, 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 }
         }
     }
 }
 Fallback "FX/Glass/Stained BumpDistort"
 }
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