Hello,
when 2 or more objects on scene share material I got weird colors, but only on specific camera angle. Do you maybe know how to fix it?
It’s my shader code:
Shader "Custom/Additive Distortion"
{
Properties
{
_MainColorA ("Main Color A", Color) = (1,1,1)
_MainColorB ("Main Color B", Color) = (1,1,1)
_MainTex ("Main Texture", 2D) = "white" {}
_Intensity("Intensity Multiplier", Float) = 1
_Offset ("Offset Gradient", Range(-1,1)) = 0
_DistortionTex("Distortion Texture", 2D) = "white" {}
_DistortStr("Distortion Strength", Range(0,1)) = .5
_DistrSpeedX("Distortion Speed X", Float) = 1
_DistrSpeedY("Distortion Speed Y", Float) = 1
_Mask("Mask", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Transparent"
"Queue" = "Transparent" }
LOD 100
ZWrite Off
Blend One One
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
//float2 distUV : TEXCOORD1;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float4 color : COLOR;
float4 modelPos : TEXCOORD1;
};
sampler2D _MainTex;
sampler2D _DistortionTex;
sampler2D _Mask;
fixed4 _MainColorA;
fixed4 _MainColorB;
float4 _MainTex_ST;
float _Offset;
float _DistortStr;
float _DistrSpeedX;
float _DistrSpeedY;
float _Intensity;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
float colBlend = v.vertex.y * 0.5 + 0.5;
o.color = lerp(_MainColorA, _MainColorB, colBlend + _Offset);
o.modelPos = v.vertex;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed2 distUV = fixed2(i.uv.x - _Time.x * _DistrSpeedX, i.uv.y - _Time.x * _DistrSpeedY);
fixed dist = tex2D(_DistortionTex, distUV).r * _DistortStr;
fixed mask = tex2D(_Mask, i.uv).r;
fixed4 col = tex2D(_MainTex, i.uv + dist) * i.color * mask;
UNITY_APPLY_FOG(i.fogCoord, col);
return col * _Intensity;
}
ENDCG
}
}
}