Members - Reputation: 106
Posted 31 October 2012 - 01:17 AM
can´t find any guides to understand why this shader gets that effect:
The vertex shader:
v2f vert (appdata_base v)
// The vertex position in view-space (camera space)
float4 vPos = mul (UNITY_MATRIX_MV, v.vertex);
// Get distance from camera and scale it down with the global _Dist parameter
float zOff = vPos.z/_Dist;
// Add the offset with a quadratic curve to the vertex position
vPos += _QOffset*zOff*zOff;
o.pos = mul (UNITY_MATRIX_P, vPos);
o.uv = v.texcoord;
Could someone explain the part of the quadratic curve?, its the part that I really don´t get it.
Here is the link to the forum post:
Thanks in advance for any references or guides to understand the effect, so I can try a shader of this sort on my own.