117 lines
3.4 KiB
HLSL
117 lines
3.4 KiB
HLSL
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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//Hard Surface Shader Package, Written for the Unity engine by Bruno Rime: http://www.behance.net/brunorime brunorime@gmail.com
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#ifndef HARD_SURFACE_PRO_SCREEN_SPACE_REFRACTION_INCLUDED
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#define HARD_SURFACE_PRO_SCREEN_SPACE_REFRACTION_INCLUDED
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 viewDir : TEXCOORD0;
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float2 uv_BumpMap : TEXCOORD1;
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float3 TtoV0 : TEXCOORD2;
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float3 TtoV1 : TEXCOORD3;
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float4 GPscreenPos : TEXCOORD4;
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};
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// define variables
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sampler2D _BumpMap;
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sampler2D _GrabTexture;
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#ifdef HardsurfaceCutOut
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sampler2D _MainTex;
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fixed _Cutoff;
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#endif
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float4 _BumpMap_ST;
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fixed4 _Color;
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fixed _Density;
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v2f vert (appdata_tan v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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// calculates distance to vert, and base blend for realtime refraction
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float3 vertworldpos = mul(unity_ObjectToWorld, v.vertex).xyz;
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float3 viewVect = _WorldSpaceCameraPos - vertworldpos;
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half dist = length (viewVect);
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o.viewDir.w = 1/dist;
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o.uv_BumpMap = TRANSFORM_TEX( v.texcoord, _BumpMap );
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o.GPscreenPos.xy = (float2(o.pos.x, o.pos.y) + o.pos.w) * 0.5;
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o.GPscreenPos.zw = o.pos.zw;
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TANGENT_SPACE_ROTATION;
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o.viewDir.xyz = mul( rotation, ObjSpaceViewDir( v.vertex ) );
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o.TtoV0 = mul(rotation, UNITY_MATRIX_IT_MV[0].xyz);
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o.TtoV1 = mul(rotation, UNITY_MATRIX_IT_MV[1].xyz);
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return o;
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}
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half4 frag( v2f IN ) : COLOR
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{
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#ifdef HardsurfaceCutOut
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clip ((_Color.a * tex2D(_MainTex,IN.uv_BumpMap).a) - _Cutoff);
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#endif
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#ifdef HardsurfaceNormal
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fixed3 Bumpnormal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
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#else
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fixed3 Bumpnormal = fixed3(0,0,1);
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#endif
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//screenspaced normal direction
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fixed2 vn;
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vn.x = dot(IN.TtoV0, Bumpnormal);
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vn.y = dot(IN.TtoV1, Bumpnormal);
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#ifdef SHADER_API_D3D9
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vn.y *= -_ProjectionParams.x;
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#endif
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// Surface angle to Camera
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IN.viewDir.xyz = normalize(IN.viewDir.xyz);
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fixed SurfAngle= dot(IN.viewDir.xyz,Bumpnormal)*.6666; //.66 allows for magnify effect;
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// screen space coords for capture
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fixed2 grabTexcoord = IN.GPscreenPos.xy / IN.GPscreenPos.w;
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#ifdef SHADER_API_D3D9
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grabTexcoord.y = 1-grabTexcoord.y;
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#endif
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// Referaction Warp
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vn = vn * (1-SurfAngle) * -_Density * IN.viewDir.w;
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// Screen edge blend
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fixed2 screenedges = abs(saturate(grabTexcoord + vn) * 2 - 1);
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screenedges = 1 - ((screenedges - 0.6666) * 2.99940011997);
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vn = vn * screenedges;
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// chromatic Aberation
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fixed3 refAberationColor;
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#ifdef ShaderModel3
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fixed4 dispersionRatio = fixed4(.12,.12,.06,.06) * _Density;
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dispersionRatio = 1 - dispersionRatio;
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dispersionRatio.xyzw *= fixed4(vn,vn);
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refAberationColor.r = tex2D(_GrabTexture,grabTexcoord+dispersionRatio.xy).r;
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refAberationColor.g = tex2D(_GrabTexture,grabTexcoord+dispersionRatio.zw).g;
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refAberationColor.b = tex2D(_GrabTexture,grabTexcoord+vn).b;
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#else
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refAberationColor = tex2D(_GrabTexture,grabTexcoord+vn).rgb;
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#endif
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return float4 (refAberationColor,1);
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}
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#endif
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