冯乐乐的《Unity Shader入门精要》附带项目,其中部分shader已经修改测试
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3 years ago
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unity Shaders Book/Chapter 10/Glass Refraction" {
Properties {
_MainTex ("Main Tex", 2D) = "white" {}
_BumpMap ("Normal Map", 2D) = "bump" {}
_Cubemap ("Environment Cubemap", Cube) = "_Skybox" {}
_Distortion ("Distortion", Range(0, 100)) = 10
_RefractAmount ("Refract Amount", Range(0.0, 1.0)) = 1.0
_FresnelScale ("Fresnel Scale", Range(0, 1)) = 1
_FresnelBias ("Bias", Range(0, 1)) = 0
_FresnelPower ("Power", Range(0, 5)) = 3
}
SubShader {
// We must be transparent, so other objects are drawn before this one.
Tags { "Queue"="Transparent" "RenderType"="Opaque" }
// This pass grabs the screen behind the object into a texture.
// We can access the result in the next pass as _RefractionTex
GrabPass { "_RefractionTex" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float4 _BumpMap_ST;
samplerCUBE _Cubemap;
float _Distortion;
fixed _RefractAmount;
sampler2D _RefractionTex;
float4 _RefractionTex_TexelSize;
fixed _FresnelScale;
float _FresnelBias;
int _FresnelPower;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord: TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float4 scrPos : TEXCOORD0;
float4 uv : TEXCOORD1;
float4 TtoW0 : TEXCOORD2;
float4 TtoW1 : TEXCOORD3;
float4 TtoW2 : TEXCOORD4;
fixed3 worldNormal : TEXCOORD5;
};
v2f vert (a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
//o.scrPos = ComputeGrabScreenPos(o.pos);
o.scrPos = ComputeGrabScreenPos(o.pos);
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.texcoord, _BumpMap);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldNormal = worldNormal;
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
return o;
}
fixed4 frag (v2f i) : SV_Target {
float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
fixed3 worldNormal = normalize(i.worldNormal);
fixed fresnel = max(0,min(1,_FresnelBias+_FresnelScale * pow(1 - dot(worldViewDir, worldNormal),_FresnelPower)));
// Get the normal in tangent space
fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv.zw));
// Compute the offset in tangent space
float2 offset = bump.xy * _Distortion * _RefractionTex_TexelSize.xy;
i.scrPos.xy = offset * i.scrPos.z + i.scrPos.xy;
fixed3 refrCol = tex2D(_RefractionTex, i.scrPos.xy/i.scrPos.w).rgb;
// Convert the normal to world space
bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));
fixed3 reflDir = reflect(-worldViewDir, bump);
fixed4 texColor = tex2D(_MainTex, i.uv.xy);
fixed3 reflCol = texCUBE(_Cubemap, reflDir).rgb * texColor.rgb;
//fixed3 finalColor = reflCol * (1 - _RefractAmount) + refrCol * _RefractAmount;
fixed3 finalColor = lerp(refrCol, reflCol, saturate(fresnel));
return fixed4(finalColor, 1);
}
ENDCG
}
}
FallBack "Diffuse"
}