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Shader "Unlit/Dispersion"
{
Properties {
fresnelPower("fresnelPower",float)=0
fresnelScale("fresnelScale",float)=0
fresnelBias("fresnelBias",float)=0
_r("r",float)=0
_g("g",float)=0
_b("b",float)=0
_diffuse("Diffuse",color)=(1,1,1,1)
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float3 normal:NORMAL;
float4 pos : SV_POSITION;
float4 objectPOS:float;
};
//在外部可改为power=4,scale=0.1,bias=-0.2
float fresnelPower=4;
float fresnelScale=0.1f;
float fresnelBias=-0.2f;
//红,绿,蓝的折射率,从外部赋值,方便调整
float3 etaRatio;// =float3(0.83f,0.67f,0.55f); //1/1.3 1/1.5 1/1.8
float _r;
float _g;
float _b;
half4 _diffuse;
v2f vert (float4 vertex : POSITION, float3 normal : NORMAL)
{
v2f o;
o.pos = UnityObjectToClipPos(vertex);
o.normal=normal;
o.objectPOS=vertex;
return o;
}
//为了达到最佳效果,将所有计算都写在了片段着色器内。
fixed4 frag (v2f i) : SV_Target
{
etaRatio=float3(_r,_g,_b);
i.normal = mul(i.normal,unity_WorldToObject);
float3 worldPos = mul(unity_ObjectToWorld, i.objectPOS).xyz;
float3 worldViewDir = UnityWorldSpaceViewDir(worldPos);
//反射向量的反向量
float3 R=reflect(-worldViewDir,i.normal);
R=normalize(R);
i.normal=normalize(i.normal);
//计算用来模拟色散的折射向量
float3 Tred=refract(-R,i.normal,etaRatio.x);
float3 Tgreen=refract(-R,i.normal,etaRatio.y);
float3 Tblue=refract(-R,i.normal,etaRatio.z);
//菲涅尔factor,用来混合反射与折射颜色。
float reflectionfactor=min(1.0f,max(0,fresnelBias+fresnelScale*pow(1.0f+dot(-R,i.normal),fresnelPower)));
//如果利用color存此变量,可以省去min与max。
// color reflectionfactor=fresnelBias+fresnelScale*pow(1.0f+dot(normalize(-worldViewDir),i.normal),fresnelPower);
//float3 worldLightDir = normalize(_WorldSpaceLightPos0);
//half4 Diffuse=_diffuse * saturate(dot(i.normal, worldLightDir));
//反射颜色
float4 reflectedColor=UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, R);
reflectedColor.a=1;
//reflectedColor= reflectedColor*Diffuse;
float4 refractedColor;
//折射颜色
refractedColor.r=UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, Tred).r;
refractedColor.g=UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, Tgreen).g;
refractedColor.b=UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, Tblue).b;
refractedColor.a=1.0f;
//refractedColor=(refractedColor+Diffuse);
//混合
fixed4 c=lerp(refractedColor,reflectedColor,reflectionfactor.x);
return c;
//return c*_diffuse;
}
ENDCG
}
}
}
需要用到反射探针“Reflection Probe”
弹珠的开源仓库:https://gitee.com/Claybe/Canica