玻璃效果实现(Unity)

使用 GrabPass 来实现玻璃的效果

Shader "Unlit/GlassShader"
{
    
    
    Properties
    {
    
    
        _MainTex ("Main Tex", 2D) = "white" {
    
    }
        _BumpMap ("Normal Tex", 2D) = "bump" {
    
    }
        _Cubemap ("Environment Cubemap", Cube) = "_Skybox" {
    
    }
        _Distortion ("Distortion", Range(0,100)) = 10
        _RefractAmount ("Refract Amount", Range(0, 1)) = 1    
    }
    SubShader
    {
    
    
        Tags {
    
     "Queue" = "Transparent" "RenderType" = "Opaque" }
        
        GrabPass {
    
     "_RefractionTex" }
        
        Pass
        {
    
    
            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag

            #include <UnityCG.cginc>

            struct a2v
            {
    
    
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
    
    
                float4 pos : SV_POSITION;
                float4 scrPos : TEXCOORD0;
                float4 uv : TEXCOORD1;
                float4 TtoW0 : TEXCOORD2;
                float4 TtoW1 : TEXCOORD3;
                float4 TtoW2 : TEXCOORD4;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _BumpMap;
            float4 _BumpMap_ST;
            samplerCUBE _Cubemap;
            float _Distortion;
            fixed _RefractAmount;
            sampler2D _RefractionTex;
            float4 _RefractionTex_TexelSize;

            v2f vert(a2v v)
            {
    
    
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex.xyz);

                o.scrPos = ComputeGrabScreenPos(o.pos);

                o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
                o.uv.zw = TRANSFORM_TEX(v.texcoord, _BumpMap);

                float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                float3 worldNormal = UnityObjectToWorldNormal(v.normal);
                float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
                float3 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;
            }

            fixed4 frag(v2f i) : SV_Target
            {
    
    
                float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
                fixed3 viewDir = UnityWorldSpaceViewDir(worldPos);

                fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv.zw));

                float2 offset = bump.xy * _Distortion * _RefractionTex_TexelSize.xy;
                i.scrPos.xy = offset * i.scrPos.z + i.scrPos.xy;
                fixed3 refrColor = tex2D(_RefractionTex, i.scrPos.xy / i.scrPos.w).rgb;

                bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));
                fixed3 reflDir = reflect(-viewDir, bump);
                fixed4 texColor = tex2D(_MainTex, i.uv.xy);
                fixed3 reflColor = texCUBE(_Cubemap, reflDir) * texColor.rgb;
                fixed3 finalColor = reflColor * (1 - _RefractAmount) + refrColor * _RefractAmount;

                return fixed4(finalColor, 1);
            }
            
            ENDCG
        }
    }
    
    FallBack "Diffuse"
}

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转载自blog.csdn.net/m0_52361859/article/details/127600796