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