Properties
{
_BumpMap("BumpMap",2D)="Bump"{}
_CubeMap("CubeMap",Cube)=""{}
_Dist("Dist",range(0,100))=0
_Amount("Amount",range(0,1))=0
}
SubShader
{
Tags { "Queue"="Transparent" }
GrabPass
{
"_GrabTex1"
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
sampler2D _BumpMap;
float4 _BumpMap_ST;
sampler2D _GrabTex1;
float4 _GrabTex1_TexelSize;
samplerCUBE _CubeMap;
float _Dist;
float _Amount;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float3 tbn[3] : TEXCOORD1;
float3 worldPos : TEXCOORD4;
float4 scrPos : TEXCOORD5;
};
v2f vert (appdata_full v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_BumpMap);
o.worldPos=mul(unity_ObjectToWorld,v.vertex).xyz;
o.scrPos=ComputeGrabScreenPos(o.vertex);
float3 worldNormal=UnityObjectToWorldNormal(v.normal);
float3 worldTangent=UnityObjectToWorldNormal(v.tangent);
float3 bitangent=cross(worldTangent,worldNormal);
o.tbn[0]=worldTangent;
o.tbn[1]=bitangent;
o.tbn[2]=worldNormal;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 worldViewDir=normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 bump=UnpackNormal(tex2D(_BumpMap,i.uv.xy));
fixed2 offset=bump*_GrabTex1_TexelSize*_Dist;
i.scrPos.xy=(offset+i.scrPos.xy)/i.scrPos.w;
fixed3 refrColor=tex2D(_GrabTex1,i.scrPos.xy).rgb;
bump=normalize(float3(i.tbn[0]*bump.r+i.tbn[1]*bump.g+i.tbn[2]*bump.b));
fixed3 reflDir=reflect(-worldViewDir,bump);
fixed3 reflColor=texCUBE(_CubeMap,reflDir).rgb;
fixed3 color=lerp(reflColor,refrColor,_Amount);
return fixed4(color,1.0);
}
ENDCG
}
}
Unity shader 初学 玻璃透明效果
最新推荐文章于 2025-03-31 13:50:37 发布