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- // 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_REFRACTION_INCLUDED
- #define HARD_SURFACE_PRO_SCREEN_SPACE_REFRACTION_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;
- float4 _BumpMap_ST;
- fixed _FrezPow;
- fixed _FrezFalloff;
- fixed _Metalics;
- fixed4 _Color;
- fixed _Reflection;
- fixed _RefScale;
- half _Density;
-
- v2f vert (appdata_tan v)
- {
- v2f o;
-
- o.pos = UnityObjectToClipPos (v.vertex);
- o.vertworldpos = mul(unity_ObjectToWorld, v.vertex).xyz;
-
- 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
- //screenspaced normal direction
- half2 vn;
- vn.x = dot(IN.TtoV0, Bumpnormal);
- vn.y = dot(IN.TtoV1, Bumpnormal);
-
- #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);
-
- IN.viewDir = normalize(IN.viewDir);
- half SurfAngle= dot(IN.viewDir,Bumpnormal);
-
- SurfAngle *= (1 - _Density);
- _Density *= 20;
-
- // screen space coords for capture
- fixed2 grabTexcoord = IN.GPscreenPos.xy / IN.GPscreenPos.w;
-
- #ifdef SHADER_API_D3D9
- grabTexcoord.y = 1-grabTexcoord.y;
- #endif
-
- vn = vn * (1-SurfAngle) * -_Density * refscale;
-
-
- half2 screenedges = abs((saturate(grabTexcoord + vn)) * 2 - 1);
- screenedges = 1 - (screenedges * screenedges ) ;
-
- vn = vn * screenedges;
-
- fixed3 refAberationColor;
-
- #ifdef ShaderModel3
- half2 vnr = vn * .96;
- half2 vng = vn * .98;
-
- refAberationColor.r = tex2D(_GrabTexture,grabTexcoord+vnr).r;
- refAberationColor.g = tex2D(_GrabTexture,grabTexcoord+vng).g;
- refAberationColor.b = tex2D(_GrabTexture,grabTexcoord+vn).b;
- #else
- refAberationColor = tex2D(_GrabTexture,grabTexcoord+vn).rgb;
- #endif
-
- return float4 (refAberationColor,1);
- }
-
- #endif
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