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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "ASESampleShaders/ReflectRefractSoapBubble"
  4. {
  5. Properties
  6. {
  7. [HideInInspector] __dirty( "", Int ) = 1
  8. _Opacity("Opacity", Range( 0 , 1)) = 0
  9. _SoapAmount("Soap Amount", Range( 0 , 1)) = 0
  10. _Specular("Specular", Range( 0 , 1)) = 0
  11. _IndexofRefraction("Index of Refraction", Range( -3 , 4)) = 1
  12. _Smoothness("Smoothness", Range( 0 , 1)) = 0.8
  13. _Foam("Foam", 2D) = "white" {}
  14. _TextureSample3("Texture Sample 3", 2D) = "white" {}
  15. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  16. [Header(Refraction)]
  17. _ChromaticAberration("Chromatic Aberration", Range( 0 , 0.3)) = 0.1
  18. }
  19. SubShader
  20. {
  21. Tags{ "RenderType" = "Opaque" "Queue" = "Transparent+0" }
  22. Cull Back
  23. GrabPass{ "RefractionGrab0" }
  24. CGINCLUDE
  25. #include "UnityShaderVariables.cginc"
  26. #include "UnityPBSLighting.cginc"
  27. #include "Lighting.cginc"
  28. #pragma target 3.0
  29. #ifdef UNITY_PASS_SHADOWCASTER
  30. #undef INTERNAL_DATA
  31. #undef WorldReflectionVector
  32. #undef WorldNormalVector
  33. #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
  34. #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
  35. #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
  36. #endif
  37. struct Input
  38. {
  39. float3 worldNormal;
  40. INTERNAL_DATA
  41. float3 worldPos;
  42. float2 uv_texcoord;
  43. float4 screenPos;
  44. };
  45. uniform float _Specular;
  46. uniform sampler2D _TextureSample3;
  47. uniform sampler2D _Foam;
  48. uniform float4 _Foam_ST;
  49. uniform float _SoapAmount;
  50. uniform float _Smoothness;
  51. uniform float _Opacity;
  52. uniform sampler2D RefractionGrab0;
  53. uniform float _ChromaticAberration;
  54. uniform float _IndexofRefraction;
  55. void vertexDataFunc( inout appdata_full v, out Input o )
  56. {
  57. UNITY_INITIALIZE_OUTPUT( Input, o );
  58. float3 temp_cast_0 = ( ( cos( ( ( 5.0 * v.vertex.y ) + _Time.y ) ) * 0.015 ) + ( sin( ( ( 5.0 * v.vertex.y ) + _Time.y ) ) * 0.005 ) );
  59. v.vertex.xyz += temp_cast_0;
  60. }
  61. inline float4 Refraction( Input i, SurfaceOutputStandardSpecular o, float indexOfRefraction, float chomaticAberration ) {
  62. float3 worldNormal = o.Normal;
  63. float4 screenPos = i.screenPos;
  64. #if UNITY_UV_STARTS_AT_TOP
  65. float scale = -1.0;
  66. #else
  67. float scale = 1.0;
  68. #endif
  69. float halfPosW = screenPos.w * 0.5;
  70. screenPos.y = ( screenPos.y - halfPosW ) * _ProjectionParams.x * scale + halfPosW;
  71. #if SHADER_API_D3D9 || SHADER_API_D3D11
  72. screenPos.w += 0.0000001;
  73. #endif
  74. float2 projScreenPos = ( screenPos / screenPos.w ).xy;
  75. float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) );
  76. float3 refractionOffset = ( ( ( ( indexOfRefraction - 1.0 ) * mul( UNITY_MATRIX_V, float4( worldNormal, 0.0 ) ) ) * ( 1.0 / ( screenPos.z + 1.0 ) ) ) * ( 1.0 - dot( worldNormal, worldViewDir ) ) );
  77. float2 cameraRefraction = float2( refractionOffset.x, -( refractionOffset.y * _ProjectionParams.x ) );
  78. float4 redAlpha = tex2D( RefractionGrab0, ( projScreenPos + cameraRefraction ) );
  79. float green = tex2D( RefractionGrab0, ( projScreenPos + ( cameraRefraction * ( 1.0 - chomaticAberration ) ) ) ).g;
  80. float blue = tex2D( RefractionGrab0, ( projScreenPos + ( cameraRefraction * ( 1.0 + chomaticAberration ) ) ) ).b;
  81. return float4( redAlpha.r, green, blue, redAlpha.a );
  82. }
  83. void RefractionF( Input i, SurfaceOutputStandardSpecular o, inout fixed4 color )
  84. {
  85. #ifdef UNITY_PASS_FORWARDBASE
  86. color.rgb = color.rgb + Refraction( i, o, _IndexofRefraction, _ChromaticAberration ) * ( 1 - color.a );
  87. color.a = 1;
  88. #endif
  89. }
  90. void surf( Input i , inout SurfaceOutputStandardSpecular o )
  91. {
  92. o.Normal = float3(0,0,1);
  93. float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) );
  94. float4 temp_cast_0 = _Specular;
  95. float2 uv_Foam = i.uv_texcoord * _Foam_ST.xy + _Foam_ST.zw;
  96. float2 temp_cast_1 = ( ( tex2D( _Foam,(abs( uv_Foam+(_SinTime.x*0.5 + 0.5) * float2(1,1 )))).r + ( abs( (uv_Foam.x*2.0 + -1.0) ) * 0.5 ) ) + _Time.x );
  97. o.Specular = ( ( 1.0 - saturate( ( pow( dot( WorldNormalVector( i, float3(0,0,1) ) , worldViewDir ) , 2.0 ) - 0.1 ) ) ) * lerp( temp_cast_0 , saturate( tex2D( _TextureSample3,temp_cast_1) ) , _SoapAmount ) ).xyz;
  98. o.Smoothness = _Smoothness;
  99. o.Alpha = _Opacity;
  100. o.Normal = o.Normal + 0.00001 * i.screenPos * i.worldPos;
  101. }
  102. ENDCG
  103. CGPROGRAM
  104. #pragma multi_compile _ALPHAPREMULTIPLY_ON
  105. #pragma surface surf StandardSpecular keepalpha finalcolor:RefractionF exclude_path:deferred vertex:vertexDataFunc
  106. ENDCG
  107. Pass
  108. {
  109. Name "ShadowCaster"
  110. Tags{ "LightMode" = "ShadowCaster" }
  111. ZWrite On
  112. CGPROGRAM
  113. #pragma vertex vert
  114. #pragma fragment frag
  115. #pragma target 3.0
  116. #pragma multi_compile_instancing
  117. #pragma multi_compile_shadowcaster
  118. #pragma multi_compile UNITY_PASS_SHADOWCASTER
  119. #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
  120. # include "HLSLSupport.cginc"
  121. #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
  122. #define CAN_SKIP_VPOS
  123. #endif
  124. #include "UnityCG.cginc"
  125. #include "Lighting.cginc"
  126. #include "UnityPBSLighting.cginc"
  127. sampler3D _DitherMaskLOD;
  128. struct v2f
  129. {
  130. V2F_SHADOW_CASTER;
  131. float3 worldPos : TEXCOORD6;
  132. float4 tSpace0 : TEXCOORD1;
  133. float4 tSpace1 : TEXCOORD2;
  134. float4 tSpace2 : TEXCOORD3;
  135. float4 texcoords01 : TEXCOORD4;
  136. UNITY_VERTEX_INPUT_INSTANCE_ID
  137. };
  138. v2f vert( appdata_full v )
  139. {
  140. v2f o;
  141. UNITY_SETUP_INSTANCE_ID( v );
  142. UNITY_INITIALIZE_OUTPUT( v2f, o );
  143. UNITY_TRANSFER_INSTANCE_ID( v, o );
  144. Input customInputData;
  145. vertexDataFunc( v, customInputData );
  146. float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
  147. half3 worldNormal = UnityObjectToWorldNormal( v.normal );
  148. fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
  149. fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  150. fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
  151. o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
  152. o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
  153. o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
  154. o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
  155. o.worldPos = worldPos;
  156. TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
  157. return o;
  158. }
  159. fixed4 frag( v2f IN
  160. #if !defined( CAN_SKIP_VPOS )
  161. , UNITY_VPOS_TYPE vpos : VPOS
  162. #endif
  163. ) : SV_Target
  164. {
  165. UNITY_SETUP_INSTANCE_ID( IN );
  166. Input surfIN;
  167. UNITY_INITIALIZE_OUTPUT( Input, surfIN );
  168. surfIN.uv_texcoord = IN.texcoords01.xy;
  169. float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
  170. fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
  171. surfIN.worldPos = worldPos;
  172. surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
  173. surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
  174. surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
  175. surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
  176. SurfaceOutputStandardSpecular o;
  177. UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o )
  178. surf( surfIN, o );
  179. #if defined( CAN_SKIP_VPOS )
  180. float2 vpos = IN.pos;
  181. #endif
  182. half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
  183. clip( alphaRef - 0.01 );
  184. SHADOW_CASTER_FRAGMENT( IN )
  185. }
  186. ENDCG
  187. }
  188. }
  189. Fallback "Diffuse"
  190. CustomEditor "ASEMaterialInspector"
  191. }
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  275. //CHKSM=540670CE8DB5C674C8EF8A5C4884C681FF275FA1