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Refraction.shader
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Refraction.shader
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Shader "BASICxSHADER/Texturing/Refraction" {
Properties {
_CubeMap ("CubeMap", Cube) = "" {}
_Refractive ("Refractive", Range(0, 1)) = 0.5
}
SubShader {
Pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Properties
uniform samplerCUBE _CubeMap;
uniform half _Refractive;
// Vertex Input
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
// Vertex to Fragment
struct v2f {
float4 pos : SV_POSITION;
float3 normal : NORMAL;
float4 posWorld : TEXCOORD0;
};
//------------------------------------------------------------------------
// Vertex Shader
//------------------------------------------------------------------------
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = normalize(mul(v.normal, unity_WorldToObject).xyz);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
return o;
}
//------------------------------------------------------------------------
// Fragment Shader
//------------------------------------------------------------------------
fixed4 frag(v2f i) : SV_Target {
// Vector
half3 normal = normalize(i.normal);
half3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.posWorld);
// Refraction
fixed4 color = texCUBE(_CubeMap, refract(-viewDir, normal, _Refractive));
return color;
}
ENDCG
}
}
}