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Unity Shader學習:玻璃材質Unity Shader學習:玻璃材質

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。

Unity Shader學習:玻璃材質Unity Shader學習:玻璃材質

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
		}
	}
}
           

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