Shader "Custom/CurvedSurfaceEmissionOnly" { Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo", 2D) = "white" {} _EmissionMap("Emission Map", 2D) = "white" {} [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" = "Fade" "Queue" = "Geometry" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows vertex:vert addshadow // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _EmissionMap; fixed4 _EmissionColor; //float4 MainTex_ST; sampler2D MainTex; float _CurveStrength_x; float _CurveStrength_y; struct Input { float2 uv_EmissionMap; float2 uv_MainTex; 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.x; //// 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); float4 worldPosition = mul(unity_WorldToCamera, mul(unity_ObjectToWorld, v.vertex)); float dist = length(float2(worldPosition.x, worldPosition.z)); worldPosition.y -= _CurveStrength_y * dist * dist;//* _ProjectionParams.x; worldPosition.x -= _CurveStrength_x * dist * dist; //* _ProjectionParams.x; v.vertex = mul(unity_WorldToObject, mul(unity_CameraToWorld, worldPosition)); } 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.Emission = tex2D(_MainTex, IN.uv_EmissionMap).a * _EmissionColor; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }