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91 lines
2.4 KiB
91 lines
2.4 KiB
3 years ago
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unity Shaders Book/Chapter 10/Refraction" {
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Properties {
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_Color ("Color Tint", Color) = (1, 1, 1, 1)
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_RefractColor ("Refraction Color", Color) = (1, 1, 1, 1)
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_RefractAmount ("Refraction Amount", Range(0, 1)) = 1
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_RefractRatio ("Refraction Ratio", Range(0.1, 1)) = 0.5
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_Cubemap ("Refraction Cubemap", Cube) = "_Skybox" {}
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}
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SubShader {
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Tags { "RenderType"="Opaque" "Queue"="Geometry"}
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Pass {
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Tags { "LightMode"="ForwardBase" }
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CGPROGRAM
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#pragma multi_compile_fwdbase
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#pragma vertex vert
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#pragma fragment frag
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#include "Lighting.cginc"
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#include "AutoLight.cginc"
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fixed4 _Color;
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fixed4 _RefractColor;
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float _RefractAmount;
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fixed _RefractRatio;
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samplerCUBE _Cubemap;
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struct a2v {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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float3 worldPos : TEXCOORD0;
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fixed3 worldNormal : TEXCOORD1;
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fixed3 worldViewDir : TEXCOORD2;
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fixed3 worldRefr : TEXCOORD3;
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SHADOW_COORDS(4)
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};
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v2f vert(a2v v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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o.worldViewDir = UnityWorldSpaceViewDir(o.worldPos);
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// Compute the refract dir in world space
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o.worldRefr = refract(-normalize(o.worldViewDir), normalize(o.worldNormal), _RefractRatio);
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TRANSFER_SHADOW(o);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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fixed3 worldNormal = normalize(i.worldNormal);
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fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
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fixed3 worldViewDir = normalize(i.worldViewDir);
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fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
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fixed3 diffuse = _LightColor0.rgb * _Color.rgb * max(0, dot(worldNormal, worldLightDir));
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// Use the refract dir in world space to access the cubemap
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fixed3 refraction = texCUBE(_Cubemap, i.worldRefr).rgb * _RefractColor.rgb;
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UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
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// Mix the diffuse color with the refract color
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fixed3 color = ambient + lerp(diffuse, refraction, _RefractAmount) * atten;
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return fixed4(color, 1.0);
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}
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ENDCG
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}
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}
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FallBack "Reflective/VertexLit"
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}
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