refraction ..... any master give me some hiints

I want to write kindof shader that has refractive effects,twisting the objs’ image behind it…How???

You need Unity Pro and to use the GrabPass function.

This should do what you’re after, using a normal map as the distortion.

		GrabPass {
			Name "DistortionGrab"
		}

		Pass
		{
			Name "Distortion"
			Blend Off
			CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag
				#pragma fragmentoption ARB_precision_hint_fastest
				#include "UnityCG.cginc"

				struct v2f {
					float4 pos		: POSITION;
					float4 uvgrab		: TEXCOORD0;
					float2 uv		: TEXCOORD1;
					float4 screenPos	: TEXCOORD2;
				};

				v2f vert (appdata_full v)
				{
					v2f o;
					o.pos = 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.pos.x, o.pos.y * scale) + o.pos.w) * 0.5;
					o.uvgrab.zw = o.pos.zw;
					o.uv = v.texcoord.xy;
					return o;
				}

				sampler2D _BumpMap;
				sampler2D _GrabTexture;
				float4 _GrabTexture_TexelSize;

				half4 frag( v2f i ) : COLOR
				{
					riverUVs.y += 0.3 + _Time * _WaterSpeed2;
					float3 normal = UnpackNormal(tex2D(_BumpMap, i.uv));
				
					float2 offset = normal.xy * 5 * _GrabTexture_TexelSize.xy;
					i.uvgrab.xy = (offset * i.uvgrab.z) + i.uvgrab.xy;
					return half4(tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab)).rgb, 1);
				}
			ENDCG
		}

.