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Shader "Hidden/FresnelNode"
{
Properties
{
_A ("_Normal", 2D) = "white" {}
_B ("_Bias", 2D) = "white" {}
_C ("_Scale", 2D) = "white" {}
_D ("_Power", 2D) = "white" {}
_E ("_View", 2D) = "white" {}
}
SubShader
{
Pass //not connected world
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
//sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
int _FresnelType;
float4 frag(v2f_img i) : SV_Target
{
float b = tex2D( _B, i.uv ).r;
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 worldNormal = normalize(float3(xy, z));
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
float fresnel = 0;
if(_FresnelType == 0)
fresnel = (b + s*pow(s - dot( worldNormal, worldViewDir ) , pw));
else if(_FresnelType == 1)
fresnel = (b + (1-b) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
else if(_FresnelType == 2)
{
float f0 = pow((1-s)/(1+s),2);
fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
}
return fresnel;
}
ENDCG
}
Pass //connected world
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
int _FresnelType;
float4 frag(v2f_img i) : SV_Target
{
float b = tex2D( _B, i.uv ).r;
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 worldNormal = tex2D( _A, i.uv );
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
float fresnel = 0;
if(_FresnelType == 0)
fresnel = (b + s*pow(s - dot( worldNormal, worldViewDir ) , pw));
else if(_FresnelType == 1)
fresnel = (b + (1-b) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
else if(_FresnelType == 2)
{
float f0 = pow((1-s)/(1+s),2);
fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
}
return fresnel;
}
ENDCG
}
Pass //connected tangent
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
int _FresnelType;
float4 frag(v2f_img i) : SV_Target
{
float b = tex2D( _B, i.uv ).r;
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 worldNormal = normalize(float3(xy, z));
float3 tangent = normalize(float3( -z, xy.y*0.01, xy.x ));
float3 worldPos = mul(unity_ObjectToWorld, float4(vertexPos,1)).xyz;
float3 worldTangent = UnityObjectToWorldDir(tangent);
float tangentSign = -1;
float3 worldBinormal = normalize( cross(worldNormal, worldTangent) * tangentSign);
float4 tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
float4 tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
float4 tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
float2 sphereUVs = i.uv;
sphereUVs.x = (atan2(vertexPos.x, -vertexPos.z) / (UNITY_PI) + 0.5);
float3 tangentNormal = tex2D(_A, sphereUVs).xyz;
worldNormal = fixed3( dot( tSpace0.xyz, tangentNormal ), dot( tSpace1.xyz, tangentNormal ), dot( tSpace2.xyz, tangentNormal ) );
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
float fresnel = 0;
if(_FresnelType == 0)
fresnel = (b + s*pow(s - dot( worldNormal, worldViewDir ) , pw));
else if(_FresnelType == 1)
fresnel = (b + (1-b) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
else if(_FresnelType == 2)
{
float f0 = pow((1-s)/(1+s),2);
fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
}
return fresnel;
}
ENDCG
}
Pass //not connected half vector
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
//sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
int _FresnelType;
float4 _EditorWorldLightPos;
float4 frag(v2f_img i) : SV_Target
{
float b = tex2D( _B, i.uv ).r;
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-(dot(xy,xy)));
float3 vertexPos = normalize(float3(xy, z));
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
float3 lightDir = normalize( _EditorWorldLightPos.xyz );
float3 halfVector = normalize(worldViewDir+lightDir);
float fresnel = 0;
if(_FresnelType == 0)
fresnel = (b + s*pow(s - dot( halfVector, worldViewDir ) , pw));
else if(_FresnelType == 1)
fresnel = (b + (1-b) * pow(1 - dot( halfVector, worldViewDir ) , 5));
else if(_FresnelType == 2)
{
float f0 = pow((1-s)/(1+s),2);
fresnel = (f0 + (1-f0) * pow(1 - dot( halfVector, worldViewDir ) , 5));
}
return fresnel;
}
ENDCG
}
Pass //connected both
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
sampler2D _E;
int _FresnelType;
float4 frag(v2f_img i) : SV_Target
{
float b = tex2D( _B, i.uv ).r;
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 worldNormal = tex2D( _A, i.uv );
float3 worldViewDir = tex2D( _E, i.uv );;
float fresnel = 0;
if(_FresnelType == 0)
fresnel = (b + s*pow(s - dot( worldNormal, worldViewDir ) , pw));
else if(_FresnelType == 1)
fresnel = (b + (1-b) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
else if(_FresnelType == 2)
{
float f0 = pow((1-s)/(1+s),2);
fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
}
return fresnel;
}
ENDCG
}
Pass //not connected world and light
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
//sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
int _FresnelType;
float4 _EditorWorldLightPos;
float4 frag(v2f_img i) : SV_Target
{
float b = tex2D( _B, i.uv ).r;
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-(dot(xy,xy)));
float3 vertexPos = normalize(float3(xy, z));
float3 normal = normalize(vertexPos);
float3 worldNormal = UnityObjectToWorldNormal(normal);
float3 lightDir = normalize( _EditorWorldLightPos.xyz );
float fresnel = 0;
if(_FresnelType == 0)
fresnel = (b + s*pow(s - dot( worldNormal, lightDir ) , pw));
else if(_FresnelType == 1)
fresnel = (b + (1-b) * pow(1 - dot( worldNormal, lightDir ) , 5));
else if(_FresnelType == 2)
{
float f0 = pow((1-s)/(1+s),2);
fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, lightDir ) , 5));
}
return fresnel;
}
ENDCG
}
Pass //connected view
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
sampler2D _E;
int _FresnelType;
float4 frag(v2f_img i) : SV_Target
{
float b = tex2D( _B, i.uv ).r;
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 normal = normalize(vertexPos);
float3 worldNormal = UnityObjectToWorldNormal(normal);
float3 worldViewDir = tex2D( _E, i.uv );
float fresnel = 0;
if(_FresnelType == 0)
fresnel = (b + s*pow(s - dot( worldNormal, worldViewDir ) , pw));
else if(_FresnelType == 1)
fresnel = (b + (1-b) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
else if(_FresnelType == 2)
{
float f0 = pow((1-s)/(1+s),2);
fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
}
return fresnel;
}
ENDCG
}
Pass //not connected half vector with connected view
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
//sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
sampler2D _E;
int _FresnelType;
float4 _EditorWorldLightPos;
float4 frag(v2f_img i) : SV_Target
{
float b = tex2D( _B, i.uv ).r;
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-(dot(xy,xy)));
float3 vertexPos = normalize(float3(xy, z));
float3 worldViewDir = tex2D( _E, i.uv );
float3 lightDir = normalize( _EditorWorldLightPos.xyz );
float3 halfVector = normalize(worldViewDir+lightDir);
float fresnel = 0;
if(_FresnelType == 0)
fresnel = (b + s*pow(s - dot( halfVector, worldViewDir ) , pw));
else if(_FresnelType == 1)
fresnel = (b + (1-b) * pow(1 - dot( halfVector, worldViewDir ) , 5));
else if(_FresnelType == 2)
{
float f0 = pow((1-s)/(1+s),2);
fresnel = (f0 + (1-f0) * pow(1 - dot( halfVector, worldViewDir ) , 5));
}
return fresnel;
}
ENDCG
}
}
}