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101 lines
2.9 KiB
101 lines
2.9 KiB
Shader "Unlit/ReflectShaderByGrabPass" |
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{ |
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Properties |
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{ |
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_MainTex ("Texture", 2D) = "white" {} |
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_BumpMap ("Normal Map", 2D) = "bump" {} |
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_GlassColor ("Glass Color" ,COLOR) = (1,1,1,1) |
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_ScaleTest("Scale Vertex" ,Range(0,1)) = 1 |
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_TexTint("Tex Tint",Range(0.0,3.0)) = 0.0 |
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} |
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SubShader |
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{ |
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Tags { "RenderType"="Opaque" "Queue"="Transparent" } |
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LOD 100 |
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GrabPass { "_RefractionTex2" } |
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Cull Off |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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// make fog work |
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//#pragma multi_compile_fog |
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#include "UnityCG.cginc" |
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sampler2D _RefractionTex2; |
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float4 _RefractionTex2_ST; |
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sampler2D _BumpMap; |
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float4 _BumpMap_ST; |
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sampler2D _MainTex; |
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float4 _MainTex_ST; |
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float4 _GlassColor; |
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float _TexTint; |
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float _ScaleTest; |
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struct a2v |
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{ |
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float4 vertex : POSITION; |
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float3 normal : NORMAL; |
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float4 tangent : TANGENT; |
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float2 uv : TEXCOORD0; |
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}; |
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struct v2f |
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{ |
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float4 vertex : SV_POSITION; |
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float4 scrPos : TEXCOORD0; |
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float2 uv : TEXCOORD1; |
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half3 wNormal : TEXCOORD2; |
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half3 wTangent : TEXCOORD3; |
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half3 wBitangent : TEXCOORD4; |
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float3 worldPos : TEXCOORD5; |
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UNITY_FOG_COORDS(1) |
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}; |
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v2f vert (a2v v) |
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{ |
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v2f o; |
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o.vertex = UnityObjectToClipPos(v.vertex); |
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//o.uv = TRANSFORM_TEX(v.uv, _MainTex); |
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//o.vertex = float4(o.vertex.x+(1+sin(o.vertex.x+_ScaleTest)),o.vertex.y,o.vertex.z,o.vertex.w); |
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o.scrPos = ComputeGrabScreenPos(o.vertex); |
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; |
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o.uv = v.uv; |
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o.wTangent = UnityObjectToWorldDir(v.tangent.xyz); |
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o.wNormal = UnityObjectToWorldNormal(v.normal); |
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// compute bitangent from cross product of normal and tangent |
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// 通过计算法线与切线的叉积,得到二次切线bitangent,叉积*切线方向 |
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// half tangentSign = v.tangent.w * unity_WorldTransformParams.w; |
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// output the tangent space matrix |
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half tangentSign = v.tangent.w; |
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o.wBitangent = cross(o.wNormal, o.wTangent) * tangentSign; |
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return o; |
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} |
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fixed4 frag (v2f i) : SV_Target |
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{ |
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fixed4 tex = tex2D(_MainTex, i.uv); |
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half3 tnormal = UnpackNormal(tex2D(_BumpMap, i.uv)); |
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float3x3 TBNMatrix = float3x3(i.wTangent,i.wBitangent,i.wNormal); |
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half3 worldNormal = mul(tnormal,TBNMatrix); |
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half3 worldViewDir = UnityWorldSpaceViewDir(i.worldPos); |
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half3 worldRefra = refract(worldViewDir,worldNormal,_ScaleTest); |
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fixed4 texTint = _TexTint*fixed4(i.vertex.z,i.vertex.z,i.vertex.z,1); |
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// sample the texture |
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float2 offset = worldRefra.xy; |
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i.scrPos.xy = offset * i.scrPos.z + i.scrPos.xy; |
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//i.scrPos.xy = tex.xy * i.scrPos.z + i.scrPos.xy; |
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fixed4 refrCol = tex2D(_RefractionTex2, i.scrPos.xy/i.scrPos.w); |
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fixed4 col = tex2D(_RefractionTex2, i.uv); |
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return refrCol*_GlassColor+tex*texTint; |
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//return tex*_TexTint; |
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} |
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ENDCG |
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} |
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} |
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}
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