Shader "Custom/CurvedSurfaceShaderStandard" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo", 2D) = "white" {} _BumpMap("Normal Map", 2D) = "bump" {} _OcclusionMap("Occlusion Map", 2D) = "white" {} _SmoothnessMap("Smoothness Map", 2D) = "black" {} //[HDR] _EmissionColor("Emission Color", Color) = (0,0,0) _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType" = "Opaque" "DisableBatching" = "true" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows vertex:vert // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D MainTex; sampler2D _BumpMap; sampler2D _OcclusionMap; sampler2D _SmoothnessMap; float4 MainTex_ST; float _CurveStrength_x; float _CurveStrength_y; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float2 uv_SmoothnessMap; float2 uv_OcclusionMap; float2 texcoord; }; void vert(inout appdata_full v, out Input o) { float4 pos ; float2 uv ; UNITY_INITIALIZE_OUTPUT(Input, o); pos = UnityObjectToClipPos(v.vertex); uv = v.texcoord; //this question helped https://stackoverflow.com/questions/50512600/send-vertice-shader-changes-to-surface-shader float dist = UNITY_Z_0_FAR_FROM_CLIPSPACE(pos.z); float4 worldPosition = mul(unity_ObjectToWorld, v.vertex); // get world space position of vertex half2 wpToCam = _WorldSpaceCameraPos.xz - worldPosition.xz; // get vector to camera and dismiss vertical component half distance = dot(wpToCam, wpToCam); // distance squared from vertex to the camera, this power gives the curvature //worldPosition.y -= distance * 0.001; worldPosition.y -= _CurveStrength_y * dist * dist * _ProjectionParams.x; worldPosition.x -= _CurveStrength_x * dist * dist * _ProjectionParams.y; // offset vertical position by factor and square of distance. // the default 0.01 would lower the position by 1cm at 1m distance, 1m at 10m and 100m at 100m v.vertex = mul(unity_WorldToObject, worldPosition); UNITY_TRANSFER_FOG(o, pos); } sampler2D _MainTex; half _Glossiness; half _Metallic; fixed4 _Color; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); o.Occlusion = tex2D(_OcclusionMap, IN.uv_OcclusionMap).rgb; //o.Emission = c.rgb * tex2D(_MainTex, IN.uv_MainTex).a * _EmissionColor; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = tex2D(_SmoothnessMap, IN.uv_SmoothnessMap).rgb * _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }