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90 lines
2.4 KiB
90 lines
2.4 KiB
// 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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