// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' //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_REFELCTION_INCLUDED #define HARD_SURFACE_PRO_SCREEN_SPACE_REFELCTION_INCLUDED struct v2f { float4 pos : SV_POSITION; float4 viewDir : TEXCOORD0; float2 uv_BumpMap : TEXCOORD1; float3 TtoV0 : TEXCOORD2; float3 TtoV1 : TEXCOORD3; float4 GPscreenPos : TEXCOORD4; }; // define variables #ifdef HardsurfaceNormal sampler2D _BumpMap; #endif sampler2D _GrabTexture; #ifdef HardsurfaceSpecular sampler2D _Spec_Gloss_Reflec_Masks; #endif #ifdef HardsurfaceCutOut sampler2D _MainTex; fixed _Cutoff; #endif fixed _Metalics; float4 _BumpMap_ST; half _FrezPow; half _FrezFalloff; fixed4 _Color; fixed _Reflection; v2f vert (appdata_tan v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); // calculates distance to vert, and base blend for realtime relection float3 vertworldpos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 viewVect = _WorldSpaceCameraPos - vertworldpos; half dist = length (viewVect); o.viewDir.w = min (1/dist,dist/1); 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 HardsurfaceCutOut clip ((_Color.a * tex2D(_MainTex,IN.uv_BumpMap).a) - _Cutoff); #endif #ifdef HardsurfaceNormal fixed3 Bumpnormal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); #else fixed3 Bumpnormal = fixed3(0,0,1); #endif // screenspaced normal direction fixed2 vn; vn.x = dot(IN.TtoV0, Bumpnormal); vn.y = dot(IN.TtoV1, Bumpnormal); // lays over the normal in the direction its biased to. fixed2 absvn = abs(vn); fixed maxvn = max(absvn.x,absvn.y); maxvn = 1 / maxvn; vn = vn * maxvn; #ifdef SHADER_API_D3D9 vn.y *= _ProjectionParams.x; #endif // calculate view to normal angle IN.viewDir.xyz = normalize(IN.viewDir.xyz); fixed SurfAngle= dot(IN.viewDir.xyz,Bumpnormal); SurfAngle = pow(SurfAngle,2 * (1-IN.viewDir.w)); // screen space coords for capture fixed2 grabTexcoord = IN.GPscreenPos.xy / IN.GPscreenPos.w; // warps the screensapce coords by the screenspace normals, which are tweeked by distance and viewangle fixed2 screenuv; screenuv = saturate(grabTexcoord + (vn * SurfAngle * (1-SurfAngle * IN.viewDir.w))); fixed2 screenedges = abs(screenuv * 2 - 1); screenedges = 1 - (screenedges * screenedges); // fresnal RefCapture falloff fixed frez = pow(1-SurfAngle,_FrezFalloff)*_FrezPow; #ifdef SHADER_API_D3D9 screenuv.y = 1 - screenuv.y; #endif //Reflection texture fetch fixed3 RefCapture = tex2D(_GrabTexture,screenuv).rgb; RefCapture *= (_Reflection + frez); //StaticMask to make sure Screenspaced reflections dont show where it warps. fixed StaticMask = 1 - saturate(SurfAngle * 1.15); // Reflection Mask #ifdef HardsurfaceSpecular fixed ReflecMask = tex2D(_Spec_Gloss_Reflec_Masks, IN.uv_BumpMap).g; #endif // uses the lowest falloff value available #ifdef HardsurfaceSpecular fixed RefCaptureblend = min(_Reflection + frez, StaticMask) * ReflecMask; #else fixed RefCaptureblend = min(_Reflection + frez, StaticMask); #endif //Reflection Luminance fixed ReflectiveLum = saturate(Luminance(RefCapture)); ReflectiveLum *= ReflectiveLum * ReflectiveLum; // based on metalics value use a tinted or untinted RefCapture fixed3 reflectionColor = lerp (RefCapture, RefCapture *_Color.rgb, (1 - ReflectiveLum) *_Metalics); fixed reflectionOpacity = RefCaptureblend * min(screenedges.x,screenedges.y); return float4 (reflectionColor,reflectionOpacity); } #endif