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9.4 KiB

// 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