// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' //Hard Surface Shader Package, Written for the Unity engine by Bruno Rime: http://www.behance.net/brunorime brunorime@gmail.com #ifndef HARD_SURFACE_PRO_SCREEN_SPACE_REFELCTION_INCLUDED #define HARD_SURFACE_PRO_SCREEN_SPACE_REFELCTION_INCLUDED struct v2f { float4 pos : SV_POSITION; float3 viewDir : TEXCOORD0; float2 uv_BumpMap : TEXCOORD1; float3 TtoV0 : TEXCOORD2; float3 TtoV1 : TEXCOORD3; float4 GPscreenPos : TEXCOORD4; float3 vertworldpos : TEXCOORD5; }; // define variables sampler2D _BumpMap; sampler2D _GrabTexture; sampler2D _Spec_Gloss_Reflec_Masks; float4 _BumpMap_ST; fixed _FrezPow; fixed _FrezFalloff; fixed _Metalics; fixed4 _Color; fixed _Reflection; fixed _RefScale; v2f vert (appdata_tan v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); o.vertworldpos = mul(unity_ObjectToWorld, v.vertex).xyz; //o.viewDir.xzy = ObjSpaceViewDir(v.vertex); o.uv_BumpMap = TRANSFORM_TEX( v.texcoord, _BumpMap ); o.GPscreenPos.xy = (float2(o.pos.x, o.pos.y) + o.pos.w) * 0.5; o.GPscreenPos.zw = o.pos.zw; TANGENT_SPACE_ROTATION; o.viewDir.xyz = mul( rotation, ObjSpaceViewDir( v.vertex ) ); o.TtoV0 = mul(rotation, UNITY_MATRIX_IT_MV[0].xyz); o.TtoV1 = mul(rotation, UNITY_MATRIX_IT_MV[1].xyz); return o; } half4 frag( v2f IN ) : COLOR { #ifdef HardsurfaceNormal fixed3 Bumpnormal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); #else fixed3 Bumpnormal = fixed3(0,0,1); #endif #ifdef HardsurfaceSpecular #ifdef ShaderModel3 fixed ReflecMask = tex2D(_Spec_Gloss_Reflec_Masks, IN.uv_BumpMap).g; #endif #endif //screenspaced normal direction half2 vn; vn.x = dot(IN.TtoV0, Bumpnormal); vn.y = dot(IN.TtoV1, Bumpnormal); // lays over the normal in the direction its biased to. half2 absvn = abs(vn); half maxvn = max(absvn.x,absvn.y); maxvn = 1 / maxvn; vn = vn * maxvn; #ifdef SHADER_API_D3D9 vn.y *= _ProjectionParams.x; #endif // calculates VeiwAngle falloff, distance to vert, and base blend for realtime relection float3 viewVect = _WorldSpaceCameraPos - IN.vertworldpos; half dist = length (viewVect); half refscale =min (1/dist,dist/1); //half refscale =1/dist; IN.viewDir = normalize(IN.viewDir); half SurfAngle= dot(IN.viewDir,Bumpnormal); SurfAngle = pow(SurfAngle,2 * (1-refscale)); // hard coded falloff for RefCapture to mask some screenspace artifacts fixed blend = 1 - saturate(SurfAngle * 1.1 ); // screen space coords for capture fixed2 grabTexcoord = IN.GPscreenPos.xy / IN.GPscreenPos.w; // warps the screensapce coords by the screenspace normals, wich are tweeked by distance and viewangle fixed2 screenuv; screenuv = grabTexcoord + (vn * SurfAngle * (1-SurfAngle * refscale )); fixed2 screenedges = abs(screenuv * 2 - 1); screenedges = 1 - (screenedges * screenedges) ; // fresnal RefCapture falloff fixed frez = pow(1-SurfAngle,_FrezFalloff)*_FrezPow * 0.0009765625 ; #ifdef SHADER_API_D3D9 screenuv.y = 1 - screenuv.y; #endif half3 RefCapture = tex2D(_GrabTexture,screenuv).rgb; // uses the lowest falloff value available #ifdef HardsurfaceSpecular #ifdef ShaderModel3 fixed RefCaptureblend = min((_Reflection + frez),blend) * ReflecMask; #else fixed RefCaptureblend = min((_Reflection + frez),blend); #endif #else fixed RefCaptureblend = min((_Reflection + frez),blend); #endif RefCapture.rgb *= RefCaptureblend; fixed ReflectiveLum = Luminance(RefCapture); ReflectiveLum *= ReflectiveLum; // based on metalics value use a tinted or untinted RefCapture fixed3 reflectionColor = lerp ( RefCapture , RefCapture*lerp(_Color.rgb ,1,ReflectiveLum*ReflectiveLum),_Metalics); fixed reflectionOpacity = RefCaptureblend * min(screenedges.x,screenedges.y); return float4 (reflectionColor,reflectionOpacity); } #endif