// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/ReflectRefractSoapBubble" { Properties { [HideInInspector] __dirty( "", Int ) = 1 _Opacity("Opacity", Range( 0 , 1)) = 0 _SoapAmount("Soap Amount", Range( 0 , 1)) = 0 _Specular("Specular", Range( 0 , 1)) = 0 _IndexofRefraction("Index of Refraction", Range( -3 , 4)) = 1 _Smoothness("Smoothness", Range( 0 , 1)) = 0.8 _Foam("Foam", 2D) = "white" {} _TextureSample3("Texture Sample 3", 2D) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} [Header(Refraction)] _ChromaticAberration("Chromatic Aberration", Range( 0 , 0.3)) = 0.1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Transparent+0" } Cull Back GrabPass{ "RefractionGrab0" } CGINCLUDE #include "UnityShaderVariables.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #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 { float3 worldNormal; INTERNAL_DATA float3 worldPos; float2 uv_texcoord; float4 screenPos; }; uniform float _Specular; uniform sampler2D _TextureSample3; uniform sampler2D _Foam; uniform float4 _Foam_ST; uniform float _SoapAmount; uniform float _Smoothness; uniform float _Opacity; uniform sampler2D RefractionGrab0; uniform float _ChromaticAberration; uniform float _IndexofRefraction; void vertexDataFunc( inout appdata_full v, out Input o ) { UNITY_INITIALIZE_OUTPUT( Input, o ); float3 temp_cast_0 = ( ( cos( ( ( 5.0 * v.vertex.y ) + _Time.y ) ) * 0.015 ) + ( sin( ( ( 5.0 * v.vertex.y ) + _Time.y ) ) * 0.005 ) ); v.vertex.xyz += temp_cast_0; } inline float4 Refraction( Input i, SurfaceOutputStandardSpecular 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 += 0.0000001; #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( RefractionGrab0, ( projScreenPos + cameraRefraction ) ); float green = tex2D( RefractionGrab0, ( projScreenPos + ( cameraRefraction * ( 1.0 - chomaticAberration ) ) ) ).g; float blue = tex2D( RefractionGrab0, ( projScreenPos + ( cameraRefraction * ( 1.0 + chomaticAberration ) ) ) ).b; return float4( redAlpha.r, green, blue, redAlpha.a ); } void RefractionF( Input i, SurfaceOutputStandardSpecular 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 SurfaceOutputStandardSpecular o ) { o.Normal = float3(0,0,1); float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) ); float4 temp_cast_0 = _Specular; float2 uv_Foam = i.uv_texcoord * _Foam_ST.xy + _Foam_ST.zw; 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 ); 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; o.Smoothness = _Smoothness; o.Alpha = _Opacity; o.Normal = o.Normal + 0.00001 * i.screenPos * i.worldPos; } ENDCG CGPROGRAM #pragma multi_compile _ALPHAPREMULTIPLY_ON #pragma surface surf StandardSpecular keepalpha finalcolor:RefractionF exclude_path:deferred vertex:vertexDataFunc ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_instancing #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; float3 worldPos : TEXCOORD6; 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 ); Input customInputData; vertexDataFunc( v, customInputData ); float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 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 ); o.worldPos = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) 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 = IN.texcoords01.xy; float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; SurfaceOutputStandardSpecular o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o ) surf( surfIN, o ); 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