H_SafeExperienceDrivingSystem/U3D_DrivingSystem/Assets/Plugin/Hard Surface Pro/HardSurface Shaders/HardSurfaceProScreenSpaceRe...

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HLSL

// 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_REFRACTION_INCLUDED
#define HARD_SURFACE_PRO_SCREEN_SPACE_REFRACTION_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
sampler2D _BumpMap;
sampler2D _GrabTexture;
#ifdef HardsurfaceCutOut
sampler2D _MainTex;
fixed _Cutoff;
#endif
float4 _BumpMap_ST;
fixed4 _Color;
fixed _Density;
v2f vert (appdata_tan v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
// calculates distance to vert, and base blend for realtime refraction
float3 vertworldpos = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 viewVect = _WorldSpaceCameraPos - vertworldpos;
half dist = length (viewVect);
o.viewDir.w = 1/dist;
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);
#ifdef SHADER_API_D3D9
vn.y *= -_ProjectionParams.x;
#endif
// Surface angle to Camera
IN.viewDir.xyz = normalize(IN.viewDir.xyz);
fixed SurfAngle= dot(IN.viewDir.xyz,Bumpnormal)*.6666; //.66 allows for magnify effect;
// screen space coords for capture
fixed2 grabTexcoord = IN.GPscreenPos.xy / IN.GPscreenPos.w;
#ifdef SHADER_API_D3D9
grabTexcoord.y = 1-grabTexcoord.y;
#endif
// Referaction Warp
vn = vn * (1-SurfAngle) * -_Density * IN.viewDir.w;
// Screen edge blend
fixed2 screenedges = abs(saturate(grabTexcoord + vn) * 2 - 1);
screenedges = 1 - ((screenedges - 0.6666) * 2.99940011997);
vn = vn * screenedges;
// chromatic Aberation
fixed3 refAberationColor;
#ifdef ShaderModel3
fixed4 dispersionRatio = fixed4(.12,.12,.06,.06) * _Density;
dispersionRatio = 1 - dispersionRatio;
dispersionRatio.xyzw *= fixed4(vn,vn);
refAberationColor.r = tex2D(_GrabTexture,grabTexcoord+dispersionRatio.xy).r;
refAberationColor.g = tex2D(_GrabTexture,grabTexcoord+dispersionRatio.zw).g;
refAberationColor.b = tex2D(_GrabTexture,grabTexcoord+vn).b;
#else
refAberationColor = tex2D(_GrabTexture,grabTexcoord+vn).rgb;
#endif
return float4 (refAberationColor,1);
}
#endif