// 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" }