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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "ASESampleShaders/ObjectNormalRefraction"
  4. {
  5. Properties
  6. {
  7. [Header(Refraction)]
  8. _ChromaticAberration("Chromatic Aberration", Range( 0 , 0.3)) = 0.1
  9. _NormalMap("Normal Map", 2D) = "bump" {}
  10. _NormalScale("Normal Scale", Range( 0 , 1)) = 0.1
  11. _CubeMap("Cube Map", CUBE) = "white" {}
  12. _Opacity("Opacity", Range( 0 , 1)) = 0
  13. _IndexofRefraction("Index of Refraction", Range( -3 , 4)) = 1
  14. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  15. [HideInInspector] __dirty( "", Int ) = 1
  16. }
  17. SubShader
  18. {
  19. Tags{ "RenderType" = "Opaque" "Queue" = "Transparent+0" }
  20. Cull Back
  21. GrabPass{ }
  22. CGINCLUDE
  23. #include "UnityStandardUtils.cginc"
  24. #include "UnityPBSLighting.cginc"
  25. #include "Lighting.cginc"
  26. #pragma target 3.0
  27. #pragma multi_compile _ALPHAPREMULTIPLY_ON
  28. #ifdef UNITY_PASS_SHADOWCASTER
  29. #undef INTERNAL_DATA
  30. #undef WorldReflectionVector
  31. #undef WorldNormalVector
  32. #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
  33. #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
  34. #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
  35. #endif
  36. struct Input
  37. {
  38. float2 uv_texcoord;
  39. float3 worldRefl;
  40. INTERNAL_DATA
  41. float4 screenPos;
  42. float3 worldPos;
  43. };
  44. uniform float _NormalScale;
  45. uniform sampler2D _NormalMap;
  46. uniform float4 _NormalMap_ST;
  47. uniform samplerCUBE _CubeMap;
  48. uniform float _Opacity;
  49. uniform sampler2D _GrabTexture;
  50. uniform float _ChromaticAberration;
  51. uniform float _IndexofRefraction;
  52. inline float4 Refraction( Input i, SurfaceOutputStandard o, float indexOfRefraction, float chomaticAberration ) {
  53. float3 worldNormal = o.Normal;
  54. float4 screenPos = i.screenPos;
  55. #if UNITY_UV_STARTS_AT_TOP
  56. float scale = -1.0;
  57. #else
  58. float scale = 1.0;
  59. #endif
  60. float halfPosW = screenPos.w * 0.5;
  61. screenPos.y = ( screenPos.y - halfPosW ) * _ProjectionParams.x * scale + halfPosW;
  62. #if SHADER_API_D3D9 || SHADER_API_D3D11
  63. screenPos.w += 0.00000000001;
  64. #endif
  65. float2 projScreenPos = ( screenPos / screenPos.w ).xy;
  66. float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) );
  67. float3 refractionOffset = ( ( ( ( indexOfRefraction - 1.0 ) * mul( UNITY_MATRIX_V, float4( worldNormal, 0.0 ) ) ) * ( 1.0 / ( screenPos.z + 1.0 ) ) ) * ( 1.0 - dot( worldNormal, worldViewDir ) ) );
  68. float2 cameraRefraction = float2( refractionOffset.x, -( refractionOffset.y * _ProjectionParams.x ) );
  69. float4 redAlpha = tex2D( _GrabTexture, ( projScreenPos + cameraRefraction ) );
  70. float green = tex2D( _GrabTexture, ( projScreenPos + ( cameraRefraction * ( 1.0 - chomaticAberration ) ) ) ).g;
  71. float blue = tex2D( _GrabTexture, ( projScreenPos + ( cameraRefraction * ( 1.0 + chomaticAberration ) ) ) ).b;
  72. return float4( redAlpha.r, green, blue, redAlpha.a );
  73. }
  74. void RefractionF( Input i, SurfaceOutputStandard o, inout fixed4 color )
  75. {
  76. #ifdef UNITY_PASS_FORWARDBASE
  77. color.rgb = color.rgb + Refraction( i, o, _IndexofRefraction, _ChromaticAberration ) * ( 1 - color.a );
  78. color.a = 1;
  79. #endif
  80. }
  81. void surf( Input i , inout SurfaceOutputStandard o )
  82. {
  83. o.Normal = float3(0,0,1);
  84. float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw;
  85. float3 tex2DNode54 = UnpackScaleNormal( tex2D( _NormalMap, uv_NormalMap ) ,_NormalScale );
  86. o.Normal = tex2DNode54;
  87. o.Albedo = ( texCUBE( _CubeMap, WorldReflectionVector( i , tex2DNode54 ) ) * 5 ).rgb;
  88. o.Alpha = _Opacity;
  89. o.Normal = o.Normal + 0.00001 * i.screenPos * i.worldPos;
  90. }
  91. ENDCG
  92. CGPROGRAM
  93. #pragma surface surf Standard keepalpha finalcolor:RefractionF fullforwardshadows exclude_path:deferred
  94. ENDCG
  95. Pass
  96. {
  97. Name "ShadowCaster"
  98. Tags{ "LightMode" = "ShadowCaster" }
  99. ZWrite On
  100. CGPROGRAM
  101. #pragma vertex vert
  102. #pragma fragment frag
  103. #pragma target 3.0
  104. #pragma multi_compile_shadowcaster
  105. #pragma multi_compile UNITY_PASS_SHADOWCASTER
  106. #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
  107. #include "HLSLSupport.cginc"
  108. #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
  109. #define CAN_SKIP_VPOS
  110. #endif
  111. #include "UnityCG.cginc"
  112. #include "Lighting.cginc"
  113. #include "UnityPBSLighting.cginc"
  114. sampler3D _DitherMaskLOD;
  115. struct v2f
  116. {
  117. V2F_SHADOW_CASTER;
  118. float4 screenPos : TEXCOORD7;
  119. float4 tSpace0 : TEXCOORD1;
  120. float4 tSpace1 : TEXCOORD2;
  121. float4 tSpace2 : TEXCOORD3;
  122. float4 texcoords01 : TEXCOORD4;
  123. UNITY_VERTEX_INPUT_INSTANCE_ID
  124. };
  125. v2f vert( appdata_full v )
  126. {
  127. v2f o;
  128. UNITY_SETUP_INSTANCE_ID( v );
  129. UNITY_INITIALIZE_OUTPUT( v2f, o );
  130. UNITY_TRANSFER_INSTANCE_ID( v, o );
  131. float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
  132. fixed3 worldNormal = UnityObjectToWorldNormal( v.normal );
  133. fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
  134. fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  135. fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
  136. o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
  137. o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
  138. o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
  139. o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
  140. TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
  141. o.screenPos = ComputeScreenPos( o.pos );
  142. return o;
  143. }
  144. fixed4 frag( v2f IN
  145. #if !defined( CAN_SKIP_VPOS )
  146. , UNITY_VPOS_TYPE vpos : VPOS
  147. #endif
  148. ) : SV_Target
  149. {
  150. UNITY_SETUP_INSTANCE_ID( IN );
  151. Input surfIN;
  152. UNITY_INITIALIZE_OUTPUT( Input, surfIN );
  153. surfIN.uv_texcoord.xy = IN.texcoords01.xy;
  154. float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
  155. fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
  156. surfIN.worldPos = worldPos;
  157. surfIN.worldRefl = -worldViewDir;
  158. surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
  159. surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
  160. surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
  161. surfIN.screenPos = IN.screenPos;
  162. SurfaceOutputStandard o;
  163. UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
  164. surf( surfIN, o );
  165. #if defined( CAN_SKIP_VPOS )
  166. float2 vpos = IN.pos;
  167. #endif
  168. half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
  169. clip( alphaRef - 0.01 );
  170. SHADOW_CASTER_FRAGMENT( IN )
  171. }
  172. ENDCG
  173. }
  174. }
  175. Fallback "Diffuse"
  176. CustomEditor "ASEMaterialInspector"
  177. }
  178. /*ASEBEGIN
  179. Version=13803
  180. 566;511;900;507;1805.199;705.2916;3.077033;True;False
  181. Node;AmplifyShaderEditor.RangedFloatNode;55;-975.6902,141.84;Float;False;Property;_NormalScale;Normal Scale;2;0;0.1;0;1;0;1;FLOAT
  182. Node;AmplifyShaderEditor.SamplerNode;54;-646.7961,72.9934;Float;True;Property;_NormalMap;Normal Map;1;0;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT3;FLOAT;FLOAT;FLOAT;FLOAT
  183. Node;AmplifyShaderEditor.WorldReflectionVector;46;-268.58,-82.80111;Float;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;FLOAT;FLOAT;FLOAT
  184. Node;AmplifyShaderEditor.CommentaryNode;52;304.7198,-183.0011;Float;False;293.1999;207.6;Multiplier to make it POP;1;53;;1,1,1,1;0;0
  185. Node;AmplifyShaderEditor.SamplerNode;45;-23.07985,-140.8011;Float;True;Property;_CubeMap;Cube Map;3;0;Assets/AmplifyShaderEditor/Examples/Assets/Textures/Misc/Cubemap.jpg;True;0;False;white;LockedToCube;False;Object;-1;Auto;Cube;6;0;SAMPLER2D;;False;1;FLOAT3;0,0,0;False;2;FLOAT;1.0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;1.0;False;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
  186. Node;AmplifyShaderEditor.RangedFloatNode;41;-194.68,199.6993;Float;False;Property;_IndexofRefraction;Index of Refraction;5;0;1;-3;4;0;1;FLOAT
  187. Node;AmplifyShaderEditor.ScaleNode;53;379.1033,-99.10673;Float;False;5;1;0;COLOR;0,0,0,0;False;1;COLOR
  188. Node;AmplifyShaderEditor.RangedFloatNode;42;-200.1801,296.399;Float;False;Property;_Opacity;Opacity;4;0;0;0;1;0;1;FLOAT
  189. Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;696.3,49.80001;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;ASESampleShaders/ObjectNormalRefraction;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;3;False;0;0;Translucent;0.5;True;True;0;False;Opaque;Transparent;ForwardOnly;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;0;0;0;0;False;0;4;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;Add;Add;0;False;0;0,0,0,0;VertexOffset;False;Cylindrical;False;Relative;0;;-1;-1;0;-1;0;0;0;False;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0.0;False;4;FLOAT;0.0;False;5;FLOAT;0.0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0.0;False;10;FLOAT;0.0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0.0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
  190. WireConnection;54;5;55;0
  191. WireConnection;46;0;54;0
  192. WireConnection;45;1;46;0
  193. WireConnection;53;0;45;0
  194. WireConnection;0;0;53;0
  195. WireConnection;0;1;54;0
  196. WireConnection;0;8;41;0
  197. WireConnection;0;9;42;0
  198. ASEEND*/
  199. //CHKSM=71466A91F5DD2C962CE5BF63F5D4B002D316B194