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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"
}