Unity Shader學習:玻璃材質
主要是通過反射和折射來達到透明的效果,用菲涅爾來混疊。
![](https://img.laitimes.com/img/__Qf2AjLwojIjJCLyojI0JCLiAzNfRHLGZkRGZkRfJ3bs92YsYTMfVmepNHL1sGVNNTQU1kMNpHW4Z0MMBjVtJWd0ckW65UbM5WOHJWa5kHT20ESjBjUIF2X0hXZ0xCMx81dvRWYoNHLrdEZwZ1Rh5WNXp1bwNjW1ZUba9VZwlHdssmch1mclRXY39CXldWYtlWPzNXZj9mcw1ycz9WL49zZwpmL2AzNyIjMzcTM1EzMwkTMwIzLc52YucWbp5GZzNmLn9Gbi1yZtl2Lc9CX6MHc0RHaiojIsJye.jpg)
shader部分:
Shader "Unlit/Crystal"
{
Properties
{
_Cube("Skybox",Cube)=""{}
//折射角度
_EtaRatio("EtaRatio", Range(0, 1)) = 0
//菲涅爾系數
_FresnelBias("FresnelBias",float)=0.5
_FresnelScale("FresnelScale",float)=0.5
_FresnelPower("FresnelPower",float)=0.5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float3 normalDir:TEXCOORD0;
float4 vertex : SV_POSITION;
float3 viewDir:TEXCOORD1;
};
samplerCUBE _Cube;
float _EtaRatio;
float _FresnelBias;
float _FresnelScale;
float _FresnelPower;
//計算視線反射方向(入射角,法線)
float3 caculateReflectDir(float3 I, float3 N) {
float3 R = I - 2.0f*N*dot(I,N);
return R;
}
//計算視線折射方向
float3 caculateRefractDir(float3 I, float3 N, float etaRatio) {
float cosTheta = dot(-I, N);
float cosTheta2 = sqrt(1.f - pow(etaRatio, 2) * (1 - pow(cosTheta, 2)));
float3 T = etaRatio * (I + N * cosTheta) - N * cosTheta2;
return T;
}
//計算菲涅爾效應
float caculateFresnel(float3 I, float3 N) {
float fresnel = max(0, min(1, _FresnelBias + _FresnelScale * pow(min(0.0, 1.0 - dot(I, N)), _FresnelPower)));
return fresnel;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
//視線方向
o.viewDir = normalize(mul(unity_ObjectToWorld, v.vertex).xyz - _WorldSpaceCameraPos);
//法線方向
o.normalDir = normalize(mul((float3x3)unity_ObjectToWorld, v.normal));
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//采樣反射折射後的天空盒顔色
float3 reflectDir = caculateReflectDir(i.viewDir,i.normalDir);
float4 reflectCol = texCUBE(_Cube, reflectDir);
float3 refractDir = caculateRefractDir(i.viewDir, i.normalDir, _EtaRatio);
float4 refractCol = texCUBE(_Cube, refractDir);
//視線越垂直折射越小
float fresnel = caculateFresnel(i.viewDir, i.normalDir);
float4 col = lerp(refractCol, reflectCol, fresnel);
return col;
}
ENDCG
}
}
}