UnityShader 學習筆記 14 高階紋理之模擬玻璃的折射
阿新 • • 發佈:2018-12-25
Shader "_MyShader/7_Advanced/4_GlassRefraction" { Properties { _MainTex ("MainTex", 2D) = "white" {} _BumpMap ("BumpMap", 2D) = "white" {} _CubeMap ("CubeMap", Cube) = "sky" {} _Distortion ("Distortion", Range(0, 200)) = 50 _RefractAmount ("RefractAmount", Range(0, 1)) = 1 } SubShader { Tags { "Queue" = "Transparent" "RenderType"="Opaque"} GrabPass {"_RefractionTex"} Pass { Tags{"LightMode"="ForwardBase"} CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" sampler2D _MainTex; float4 _MainTex_ST; sampler2D _BumpMap; float4 _BumpMap_ST; samplerCUBE _CubeMap; float _Distortion; float _RefractAmount; sampler2D _RefractionTex; float4 _RefractionTex_TexelSize; struct a2v { float4 vertex:POSITION; float4 texcoord:TEXCOORD0; float3 normal:NORMAL; float4 tangent:TANGENT; }; struct v2f { float4 pos:SV_POSITION; float4 scrPos:TEXCOORD1; float4 uv:TEXCOORD2; float3 TtoW0:TEXCOORD3; float3 TtoW1:TEXCOORD4; float3 TtoW2:TEXCOORD5; float3 worldPos:TEXCOORD6; }; v2f vert(a2v v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP,v.vertex); o.scrPos = ComputeGrabScreenPos(o.pos); o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv.zw = TRANSFORM_TEX(v.texcoord, _BumpMap); float3 worldNormal = UnityObjectToWorldNormal(v.normal); float3 worldTangent = UnityObjectToWorldDir(v.tangent); float3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; o.TtoW0 = float3(worldTangent.x, worldBinormal.x, worldNormal.x); o.TtoW1 = float3(worldTangent.y, worldBinormal.y, worldNormal.y); o.TtoW2 = float3(worldTangent.z, worldBinormal.z, worldNormal.z); o.worldPos = (_Object2World, v.vertex); return o; } fixed4 frag(v2f i):SV_Target { fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); fixed3 texColor = tex2D(_MainTex, i.uv.xy).rgb; fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv.zw)); float2 offset = bump.xy * _Distortion * _RefractionTex_TexelSize.xy; i.scrPos.xy = offset + i.scrPos.xy; fixed3 refrColor = tex2D(_RefractionTex, i.scrPos.xy / i.scrPos.w).rgb; fixed3 worldBump = normalize(half3(dot(i.TtoW0, bump), dot(i.TtoW1, bump), dot(i.TtoW2, bump))); fixed3 reflDir = reflect(-worldViewDir, worldBump); fixed3 reflColor = texCUBE(_CubeMap, reflDir).rgb * texColor; fixed3 finalColor = reflColor * (1 - _RefractAmount) + refrColor * _RefractAmount; return fixed4(finalColor, 1); } ENDCG } } FallBack "Diffuse" }