//Hard Surface Shader Package, Written for the Unity engine by Bruno Rime: http://www.behance.net/brunorime brunorime@gmail.com Shader "Hidden/Hardsurface Pro ScreenSpace Refraction"{ //Shader Model 3 SubShader { Pass { Name "SSREFRACTION" //Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"} zwrite on Ztest Lequal Cull back Blend off colormask RGBA CGPROGRAM #pragma target 3.0 #define ShaderModel3 #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" #include "HardSurfaceProScreenSpaceRefraction.cginc" ENDCG } Pass { Name "SSREFRACTIONBUMP" //Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"} zwrite on Ztest Lequal Cull back Blend off colormask RGBA CGPROGRAM #pragma target 3.0 #define ShaderModel3 #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #define HardsurfaceNormal #include "UnityCG.cginc" #include "HardSurfaceProScreenSpaceRefraction.cginc" ENDCG } } //Shader Model 2 SubShader { Pass { Name "SSREFRACTION" //Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"} zwrite on Ztest Lequal Cull back Blend off colormask RGBA CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" #include "HardSurfaceProScreenSpaceRefraction.cginc" ENDCG } Pass { Name "SSREFRACTIONBUMP" //Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"} zwrite on Ztest Lequal Cull back Blend off colormask RGBA CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #define HardsurfaceNormal #include "UnityCG.cginc" #include "HardSurfaceProScreenSpaceRefraction.cginc" ENDCG } } Fallback "Diffuse" }