内置渲染管线
1 Shader "Unity Shaders Book/Chapter 10/Glass Refraction" { 2 Properties { 3 _MainTex("Main Tex", 2D) = "white" {} 4 _BumpMap("Normal Map", 2D) = "bump" {} 5 _Cubemap("Env Cubemap", Cube) = "_Skybox" {} 6 _Distortion("Distortion", Range(0, 100)) = 10 7 _RefractAmount("Refract Amount", Range(0, 1)) = 0.5 8 } 9 10 SubShader { 11 Tags {"Queue"="Transparent" "RenderType"="Opaque"} 12 13 GrabPass {"_RefractionTex"} 14 15 Pass { 16 Tags {"LightMode"="ForwardBase"} 17 18 CGPROGRAM 19 #include "UnityCG.cginc" 20 21 #pragma vertex vert 22 #pragma fragment frag 23 24 sampler2D _MainTex; 25 float4 _MainTex_ST; 26 sampler2D _BumpMap; 27 float4 _BumpMap_ST; 28 samplerCUBE _Cubemap; 29 float _Distortion; 30 fixed _RefractAmount; 31 sampler2D _RefractionTex; 32 float4 _RefractionTex_TexelSize; 33 34 struct a2v { 35 float4 vertex : POSITION; 36 float3 normal : NORMAL; 37 float4 tangent : TANGENT; 38 float4 texcoord : TEXCOORD0; 39 }; 40 41 struct v2f { 42 float4 pos : SV_POSITION; 43 float4 uv : TEXCOORD0; 44 float4 scrPos : TEXCOORD1; 45 float4 TtoW0 : TEXCOORD2; 46 float4 TtoW1 : TEXCOORD3; 47 float4 TtoW2 : TEXCOORD4; 48 }; 49 50 v2f vert(a2v v) { 51 v2f o; 52 o.pos = UnityObjectToClipPos(v.vertex); 53 54 o.scrPos = ComputeGrabScreenPos(o.pos); 55 56 o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); 57 o.uv.zw = TRANSFORM_TEX(v.texcoord, _BumpMap); 58 // o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; 59 // o.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw; 60 61 float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; 62 fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); 63 fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); 64 fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; 65 o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); 66 o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); 67 o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); 68 69 return o; 70 } 71 72 fixed4 frag(v2f i) : SV_Target { 73 74 float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w); 75 fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); 76 77 fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv.zw)); 78 fixed3 worldNormal = half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)); 79 worldNormal = normalize(worldNormal); 80 81 // 折射 82 float2 offset = bump.xy * _Distortion * _RefractionTex_TexelSize.xy; 83 i.scrPos.xy = offset + i.scrPos.xy; 84 fixed3 refrCol = tex2D(_RefractionTex, i.scrPos.xy / i.scrPos.w).rgb; 85 86 // 反射 87 fixed3 reflDir = reflect(-worldViewDir, worldNormal); 88 fixed3 texColor = tex2D(_MainTex, i.uv.xy); 89 fixed3 reflCol = texCUBE(_Cubemap, reflDir).rgb * texColor.rgb; 90 91 fixed3 finalColor = reflCol * (1 - _RefractAmount) + refrCol * _RefractAmount; 92 return fixed4(finalColor, 1.0); 93 94 } 95 96 ENDCG 97 } 98 } 99 100 FallBack "Diffuse" 101 }
urp渲染管线
Shader "SunY/C10-U-GlassRefraction" { Properties { _MainTex("Main Tex", 2D) = "white"{} _BumpMap("Bump Map", 2D) = "bump"{} _Cubemap("Env Cubemap", Cube) = "_Skybox"{} _Distortion("Distortion", Range(0, 100)) = 100 _RefractAmount("Refraction Amount", Range(0, 1)) = 0.5 } SubShader { Tags { "RenderPipeline" = "UniversalPipeline" "Queue" = "Transparent" "RenderType" = "Opaque" } Pass { Tags { "LightMode" = "UniversalForward" } HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl" #pragma vertex vert #pragma fragment frag CBUFFER_START(UnityPerMaterial) float4 _MainTex_ST; float4 _BumpMap_ST; float _Distortion; half _RefractAmount; float4 _CameraOpaqueTexture_TexelSize; CBUFFER_END TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); TEXTURECUBE(_Cubemap); SAMPLER(sampler_Cubemap); struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float4 uv : TEXCOORD0; float4 scrPos : TEXCOORD1; float4 TtoW0 : TEXCOORD2; float4 TtoW1 : TEXCOORD3; float4 TtoW2 : TEXCOORD4; }; v2f vert(a2v v) { v2f o; VertexPositionInputs posInputs = GetVertexPositionInputs(v.vertex.xyz); o.pos = posInputs.positionCS; o.scrPos = ComputeScreenPos(posInputs.positionCS); o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv.zw = TRANSFORM_TEX(v.texcoord, _BumpMap); float3 worldPos = mul(UNITY_MATRIX_M, v.vertex).xyz; half3 worldNormal = TransformObjectToWorldNormal(v.normal); half3 worldTangent = TransformObjectToWorldDir(v.tangent.xyz); half3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); return o; } half4 frag(v2f i) : SV_Target { float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w); half3 worldViewDir = normalize(_WorldSpaceCameraPos.xyz - worldPos); half3 bump = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, i.uv.zw)); half3 worldNormal = half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)); worldNormal = normalize(worldNormal); // 折射 float2 offest = bump.xy * _Distortion * _CameraOpaqueTexture_TexelSize.xy; i.scrPos.xy = offest * i.scrPos.z + i.scrPos.xy; half3 refrCol = SampleSceneColor(i.scrPos.xy / i.scrPos.w); // 反射 half3 reflDir = reflect(-worldViewDir, worldNormal); half3 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv.xy); half3 reflCol = SAMPLE_TEXTURECUBE(_Cubemap, sampler_Cubemap, reflDir).rgb * texColor.rgb; half3 finalColor = reflCol * (1 - _RefractAmount) + refrCol * _RefractAmount; return half4(finalColor, 1.0); } ENDHLSL } } }
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