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[shader]玻璃效果最终效果思路源代码

最终效果

[shader]玻璃效果最终效果思路源代码

思路

菲涅尔系数*反射cubemap。 pc端可对像素模糊处理。

源代码

Shader "QQ/Glass"
{
	Properties
	{
		_Color("Color",color) = (1,1,1,1)
		_SpecColor("Specular Color",color) = (1,1,1,1)
		_Fresnel("Fresnel",Range(0,1)) = 0.5
		_Smoothness("Smoothness",Range(0.05,1)) = 0.5
		_MainTex("Texture", 2D) = "white" {}
		_NormalTex("Normal",2D) = "bump"{}
		_Reflect("Reflect",cube) = ""{}
	}
		SubShader
	{
		Tags { "RenderType" = "Transparent"
		"Queue" = "Transparent"}
		Pass
		{

			Zwrite Off
			Blend SrcAlpha OneMinusSrcAlpha
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_fog

			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
				float3 normal : NORMAL;
			};

			struct v2f
			{
				float4 vertex : SV_POSITION;
				UNITY_FOG_COORDS(0)
				float2 uv[2] : TEXCOORD1;
				float3 normal : TEXCOORD3;
				float4 wPos : TEXCOORD4;
			};
			uniform fixed4 _Color;
			uniform fixed4 _SpecColor;
			uniform sampler2D _MainTex;
			uniform float4 _MainTex_ST;
			uniform sampler2D _NormalTex;
			uniform float4 _NormalTex_ST;
			uniform float _Fresnel;
			uniform samplerCUBE _Reflect;
			uniform float _Smoothness;
			v2f vert(appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv[0] = TRANSFORM_TEX(v.uv, _MainTex);
				o.uv[1] = TRANSFORM_TEX(v.uv, _NormalTex);
				o.normal = UnityObjectToWorldNormal(v.normal);
				o.wPos = mul(unity_ObjectToWorld, v.vertex);
				UNITY_TRANSFER_FOG(o,o.vertex);
				return o;
			}

			fixed4 frag(v2f i) : SV_Target
			{
				float4 tex = tex2D(_MainTex, i.uv[0]);
				float3 nor = UnpackNormal(tex2D(_NormalTex, i.uv[1]));
				nor = normalize(i.normal + nor.xxy);
				float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.wPos);
				float3 lightDir = normalize(UnityWorldSpaceLightDir(i.wPos));
				float spec = max(0, dot(nor, normalize(viewDir + lightDir)));
				spec = pow(spec, _Smoothness * _Smoothness * 200);
				spec *= tex.a;
				float rim = 1 - pow(max(0,dot(nor,viewDir)), _Fresnel * 6);
				rim *= tex.a;
				fixed4 refl = texCUBE(_Reflect, -reflect(viewDir,nor));
				fixed4 col = tex*_Color;
				col.rgb += _SpecColor * spec;
				col.rgb += rim *refl.rgb;
				col.a = max(rim, max(spec, col.a));
				UNITY_APPLY_FOG(i.fogCoord, col);
				return col;
			}
			ENDCG
		}
	}
}
           

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