// 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