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- // Made with Amplify Shader Editor
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "ASESampleShaders/ObjectNormalRefraction"
- {
- Properties
- {
- [Header(Refraction)]
- _ChromaticAberration("Chromatic Aberration", Range( 0 , 0.3)) = 0.1
- _NormalMap("Normal Map", 2D) = "bump" {}
- _NormalScale("Normal Scale", Range( 0 , 1)) = 0.1
- _CubeMap("Cube Map", CUBE) = "white" {}
- _Opacity("Opacity", Range( 0 , 1)) = 0
- _IndexofRefraction("Index of Refraction", Range( -3 , 4)) = 1
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- [HideInInspector] __dirty( "", Int ) = 1
- }
-
- SubShader
- {
- Tags{ "RenderType" = "Opaque" "Queue" = "Transparent+0" }
- Cull Back
- GrabPass{ }
- CGINCLUDE
- #include "UnityStandardUtils.cginc"
- #include "UnityPBSLighting.cginc"
- #include "Lighting.cginc"
- #pragma target 3.0
- #pragma multi_compile _ALPHAPREMULTIPLY_ON
- #ifdef UNITY_PASS_SHADOWCASTER
- #undef INTERNAL_DATA
- #undef WorldReflectionVector
- #undef WorldNormalVector
- #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
- #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
- #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
- #endif
- struct Input
- {
- float2 uv_texcoord;
- float3 worldRefl;
- INTERNAL_DATA
- float4 screenPos;
- float3 worldPos;
- };
-
- uniform float _NormalScale;
- uniform sampler2D _NormalMap;
- uniform float4 _NormalMap_ST;
- uniform samplerCUBE _CubeMap;
- uniform float _Opacity;
- uniform sampler2D _GrabTexture;
- uniform float _ChromaticAberration;
- uniform float _IndexofRefraction;
-
- inline float4 Refraction( Input i, SurfaceOutputStandard o, float indexOfRefraction, float chomaticAberration ) {
- float3 worldNormal = o.Normal;
- float4 screenPos = i.screenPos;
- #if UNITY_UV_STARTS_AT_TOP
- float scale = -1.0;
- #else
- float scale = 1.0;
- #endif
- float halfPosW = screenPos.w * 0.5;
- screenPos.y = ( screenPos.y - halfPosW ) * _ProjectionParams.x * scale + halfPosW;
- #if SHADER_API_D3D9 || SHADER_API_D3D11
- screenPos.w += 0.00000000001;
- #endif
- float2 projScreenPos = ( screenPos / screenPos.w ).xy;
- float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) );
- float3 refractionOffset = ( ( ( ( indexOfRefraction - 1.0 ) * mul( UNITY_MATRIX_V, float4( worldNormal, 0.0 ) ) ) * ( 1.0 / ( screenPos.z + 1.0 ) ) ) * ( 1.0 - dot( worldNormal, worldViewDir ) ) );
- float2 cameraRefraction = float2( refractionOffset.x, -( refractionOffset.y * _ProjectionParams.x ) );
- float4 redAlpha = tex2D( _GrabTexture, ( projScreenPos + cameraRefraction ) );
- float green = tex2D( _GrabTexture, ( projScreenPos + ( cameraRefraction * ( 1.0 - chomaticAberration ) ) ) ).g;
- float blue = tex2D( _GrabTexture, ( projScreenPos + ( cameraRefraction * ( 1.0 + chomaticAberration ) ) ) ).b;
- return float4( redAlpha.r, green, blue, redAlpha.a );
- }
-
- void RefractionF( Input i, SurfaceOutputStandard o, inout fixed4 color )
- {
- #ifdef UNITY_PASS_FORWARDBASE
- color.rgb = color.rgb + Refraction( i, o, _IndexofRefraction, _ChromaticAberration ) * ( 1 - color.a );
- color.a = 1;
- #endif
- }
-
- void surf( Input i , inout SurfaceOutputStandard o )
- {
- o.Normal = float3(0,0,1);
- float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw;
- float3 tex2DNode54 = UnpackScaleNormal( tex2D( _NormalMap, uv_NormalMap ) ,_NormalScale );
- o.Normal = tex2DNode54;
- o.Albedo = ( texCUBE( _CubeMap, WorldReflectionVector( i , tex2DNode54 ) ) * 5 ).rgb;
- o.Alpha = _Opacity;
- o.Normal = o.Normal + 0.00001 * i.screenPos * i.worldPos;
- }
-
- ENDCG
- CGPROGRAM
- #pragma surface surf Standard keepalpha finalcolor:RefractionF fullforwardshadows exclude_path:deferred
-
- ENDCG
- Pass
- {
- Name "ShadowCaster"
- Tags{ "LightMode" = "ShadowCaster" }
- ZWrite On
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #pragma multi_compile_shadowcaster
- #pragma multi_compile UNITY_PASS_SHADOWCASTER
- #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
- #include "HLSLSupport.cginc"
- #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
- #define CAN_SKIP_VPOS
- #endif
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- sampler3D _DitherMaskLOD;
- struct v2f
- {
- V2F_SHADOW_CASTER;
- float4 screenPos : TEXCOORD7;
- float4 tSpace0 : TEXCOORD1;
- float4 tSpace1 : TEXCOORD2;
- float4 tSpace2 : TEXCOORD3;
- float4 texcoords01 : TEXCOORD4;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- v2f vert( appdata_full v )
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID( v );
- UNITY_INITIALIZE_OUTPUT( v2f, o );
- UNITY_TRANSFER_INSTANCE_ID( v, o );
- float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
- fixed3 worldNormal = UnityObjectToWorldNormal( v.normal );
- fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
- fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
- fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
- o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
- o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
- o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
- o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
- TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
- o.screenPos = ComputeScreenPos( o.pos );
- return o;
- }
- fixed4 frag( v2f IN
- #if !defined( CAN_SKIP_VPOS )
- , UNITY_VPOS_TYPE vpos : VPOS
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID( IN );
- Input surfIN;
- UNITY_INITIALIZE_OUTPUT( Input, surfIN );
- surfIN.uv_texcoord.xy = IN.texcoords01.xy;
- float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
- fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
- surfIN.worldPos = worldPos;
- surfIN.worldRefl = -worldViewDir;
- surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
- surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
- surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
- surfIN.screenPos = IN.screenPos;
- SurfaceOutputStandard o;
- UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
- surf( surfIN, o );
- #if defined( CAN_SKIP_VPOS )
- float2 vpos = IN.pos;
- #endif
- half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
- clip( alphaRef - 0.01 );
- SHADOW_CASTER_FRAGMENT( IN )
- }
- ENDCG
- }
- }
- Fallback "Diffuse"
- CustomEditor "ASEMaterialInspector"
- }
- /*ASEBEGIN
- Version=13803
- 566;511;900;507;1805.199;705.2916;3.077033;True;False
- Node;AmplifyShaderEditor.RangedFloatNode;55;-975.6902,141.84;Float;False;Property;_NormalScale;Normal Scale;2;0;0.1;0;1;0;1;FLOAT
- 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
- Node;AmplifyShaderEditor.WorldReflectionVector;46;-268.58,-82.80111;Float;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;FLOAT;FLOAT;FLOAT
- 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
- 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
- Node;AmplifyShaderEditor.RangedFloatNode;41;-194.68,199.6993;Float;False;Property;_IndexofRefraction;Index of Refraction;5;0;1;-3;4;0;1;FLOAT
- Node;AmplifyShaderEditor.ScaleNode;53;379.1033,-99.10673;Float;False;5;1;0;COLOR;0,0,0,0;False;1;COLOR
- Node;AmplifyShaderEditor.RangedFloatNode;42;-200.1801,296.399;Float;False;Property;_Opacity;Opacity;4;0;0;0;1;0;1;FLOAT
- 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
- WireConnection;54;5;55;0
- WireConnection;46;0;54;0
- WireConnection;45;1;46;0
- WireConnection;53;0;45;0
- WireConnection;0;0;53;0
- WireConnection;0;1;54;0
- WireConnection;0;8;41;0
- WireConnection;0;9;42;0
- ASEEND*/
- //CHKSM=71466A91F5DD2C962CE5BF63F5D4B002D316B194
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