Refraction? Demo
This weekend I ended up reading about cg shaders and writing a little experiment; I wanted to apply a lens effect in front of a texture, by using a fragment and vertex program.
When time was up I still had some trouble with the quality of the resulting image;

Please leave a response if you have any ideas of how to make text readable behind the distortion.
Update
With some feedback and a good read from Texel in #unity3d@ freenode; I implemented a poisson disc filter to remove some of the artifacts;
here Is the before and after footage.

Update new shader program
Update added art made by Kuroto Robert
Here is the unity material with the shader program included(with poissonDisc),
// Per pixel refraction.
// Uses a normal map and vertex normals to distort the image behind
Shader "FX/Glass/RefractionMap"
{
Properties
{
_ReflectionStartVal ("Reflection", Range (0.0,1.0)) = 0.5
_BumpAmt ("Glass Distortion", Range (0.01,1.0)) = 0.5
_DiscRadius("Normal Blur Radius", Float) = 1
_MainTexWidth ("NormalMapWidth", Float) = 512
_MainTexHeight("NormalMapHeight", Float) = 512
_MainTex ("Background", 2D) = "white" {}
_BumpMap ("NormalInfo", 2D) = "bump" {}
_MaskTexture ("FrameTexture", 2D) = "white" {}
_Color ("Main Color", Color) = (1,1,1,1)
_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
_Cube ("Reflection Cubemap", Cube) = "" { TexGen CubeReflect }
}
Category {
// We must be transparent, so other objects are drawn before this one.
Tags { "Queue"="Transparent" "RenderType"="Opaque" }
SubShader
{
Pass
{
Name "BASE"
//Blend SrcAlpha OneMinusSrcAlpha
//Tags {"LightMode" = "Always"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
float3 I : TEXCOORD2;
float3 TtoW0 : TEXCOORD3;
float3 TtoW1 : TEXCOORD4;
float3 TtoW2 : TEXCOORD5;
};
uniform float4 _MainTex_ST, _BumpMap_ST;
uniform half _BumpAmt;
v2f vert(appdata_tan v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
o.uv2 = TRANSFORM_TEX(v.texcoord,_BumpMap);
o.I = -WorldSpaceViewDir( v.vertex );
TANGENT_SPACE_ROTATION;
o.TtoW0 = mul(rotation, _Object2World[0].xyz * unity_Scale.w);
o.TtoW1 = mul(rotation, _Object2World[1].xyz * unity_Scale.w) ;
o.TtoW2 = mul(rotation, _Object2World[2].xyz * unity_Scale.w);
return o;
}
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform samplerCUBE _Cube;
uniform float4 _ReflectColor;
uniform float4 _Color;
uniform float _ReflectionStartVal;
uniform float _MainTexHeight;
uniform float _MainTexWidth;
uniform float _DiscRadius;
uniform float _InnerDiscRadius;
half2 PixelSize()
{
return 1f / float2(_MainTexWidth,_MainTexHeight);
}
half4 MultiSample5(sampler2D source, half2 pixelSize, half radius, half2 uvTarget )
{
float acctualSize = pixelSize * radius;
half4 resultColor = tex2D(source, uvTarget);
resultColor += tex2D(source, uvTarget + half2(-0.707106781f, 0.707106781f) * acctualSize); //upLeft
resultColor += tex2D(source, uvTarget + half2(0.707106781f, 0.707106781f) * acctualSize); //upRight
resultColor += tex2D(source, uvTarget + half2(-0.707106781f, -0.707106781f) * acctualSize); //downLeft
resultColor += tex2D(source, uvTarget + half2(0.707106781f, -0.707106781f) * acctualSize); //downRight
return resultColor * 0.2f; // /5;
}
float4 frag (v2f i) : COLOR
{
// Sample and expand the normal map texture
half4 normal = UnpackNormal(MultiSample5(
_BumpMap,
PixelSize(),
_DiscRadius,
i.uv2
));
// transform normal to world space
half3 wn;
wn.x = dot(i.TtoW0, normal.xyz);
wn.y = dot(i.TtoW1, normal.xyz);
wn.z = dot(i.TtoW2, normal.xyz);
//create pointSpaceMatrix from world space normal and position
// calculate reflection vector in world space
half3 r = reflect(i.I, wn);
half lookDirectionDotNormal = dot(normalize(i.I),normalize( wn));
//glass distortion
half4 texcol = tex2D(_MainTex, i.uv - normal * lookDirectionDotNormal *_BumpAmt);
half reflectionAmnt = min(1.0f,max(0.0f, _ReflectionStartVal + lookDirectionDotNormal));
//half4 c = UNITY_LIGHTMODEL_AMBIENT * texcol;
//c.rgb *= 2;
half4 c = _Color * texcol;
half4 reflcolor = texCUBE(_Cube, r) * _ReflectColor * reflectionAmnt;
return c + reflcolor;
}
ENDCG
}
}
// ------------------------------------------------------------------
// Fallback for older cards and Unity non-Pro
SubShader {
Blend DstColor Zero
Pass {
Name "BASE"
SetTexture [_BumpMap] { combine texture }
}
}
}
}

