// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Custom/Refraction" { Properties { _Albedo("Albedo", 2D) = "white" {} _Opacity("Opacity", Range( 0 , 1)) = 0 _Smoothness("Smoothness", Range( 0 , 1)) = 0 _Metalness("Metalness", Range( 0 , 1)) = 0 _NormalMap("Normal Map", 2D) = "bump" {} [Header(Refraction)] _IndexofRefraction("Index of Refraction", Range( -1 , 1)) = 1 _ChromaticAberration("Chromatic Aberration", Range( 0 , 0.3)) = 0.1 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Geometry+0" "IgnoreProjector" = "True" } Cull Back ZTest LEqual GrabPass{ "RefractionGrab1" } CGINCLUDE #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #pragma multi_compile _ALPHAPREMULTIPLY_ON struct Input { float2 uv_texcoord; float4 screenPos; float3 worldPos; }; uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST; uniform sampler2D _Albedo; uniform float4 _Albedo_ST; uniform float _Metalness; uniform float _Smoothness; uniform float _Opacity; uniform sampler2D RefractionGrab1; uniform float _ChromaticAberration; uniform float _IndexofRefraction; inline float4 Refraction( Input i, SurfaceOutputStandard o, float indexOfRefraction, float chomaticAberration ) { float3 worldNormal = o.Normal; float4 screenPos = i.screenPos; #if UNITY_UV_STARTS_AT_TOP float scale = -1.0; #else float scale = 1.0; #endif float halfPosW = screenPos.w * 0.5; screenPos.y = ( screenPos.y - halfPosW ) * _ProjectionParams.x * scale + halfPosW; #if SHADER_API_D3D9 || SHADER_API_D3D11 screenPos.w += 0.00000000001; #endif float2 projScreenPos = ( screenPos / screenPos.w ).xy; float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) ); float3 refractionOffset = ( ( ( ( indexOfRefraction - 1.0 ) * mul( UNITY_MATRIX_V, float4( worldNormal, 0.0 ) ) ) * ( 1.0 / ( screenPos.z + 1.0 ) ) ) * ( 1.0 - dot( worldNormal, worldViewDir ) ) ); float2 cameraRefraction = float2( refractionOffset.x, -( refractionOffset.y * _ProjectionParams.x ) ); float4 redAlpha = tex2D( RefractionGrab1, ( projScreenPos + cameraRefraction ) ); float green = tex2D( RefractionGrab1, ( projScreenPos + ( cameraRefraction * ( 1.0 - chomaticAberration ) ) ) ).g; float blue = tex2D( RefractionGrab1, ( projScreenPos + ( cameraRefraction * ( 1.0 + chomaticAberration ) ) ) ).b; return float4( redAlpha.r, green, blue, redAlpha.a ); } void RefractionF( Input i, SurfaceOutputStandard o, inout fixed4 color ) { #ifdef UNITY_PASS_FORWARDBASE float4 _Vector0 = float4(-1,1,0,2); float temp_output_67_0 = (_Vector0.z + (_IndexofRefraction - _Vector0.x) * (_Vector0.w - _Vector0.z) / (_Vector0.y - _Vector0.x)); color.rgb = color.rgb + Refraction( i, o, temp_output_67_0, _ChromaticAberration ) * ( 1 - color.a ); color.a = 1; #endif } void surf( Input i , inout SurfaceOutputStandard o ) { o.Normal = float3(0,0,1); float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw; o.Normal = UnpackNormal( tex2D( _NormalMap, uv_NormalMap ) ); float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw; float4 tex2DNode65 = tex2D( _Albedo, uv_Albedo ); o.Albedo = tex2DNode65.rgb; o.Metallic = _Metalness; o.Smoothness = _Smoothness; o.Alpha = ( tex2DNode65.a * _Opacity ); o.Normal = o.Normal + 0.00001 * i.screenPos * i.worldPos; } ENDCG CGPROGRAM #pragma surface surf Standard keepalpha finalcolor:RefractionF fullforwardshadows exclude_path:deferred ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" sampler3D _DitherMaskLOD; struct v2f { V2F_SHADOW_CASTER; float2 customPack1 : TEXCOORD1; float3 worldPos : TEXCOORD2; float4 screenPos : TEXCOORD3; float4 tSpace0 : TEXCOORD4; float4 tSpace1 : TEXCOORD5; float4 tSpace2 : TEXCOORD6; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); Input customInputData; float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; fixed3 worldNormal = UnityObjectToWorldNormal( v.normal ); fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; o.worldPos = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) o.screenPos = ComputeScreenPos( o.pos ); return o; } fixed4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord = IN.customPack1.xy; float3 worldPos = IN.worldPos; fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; surfIN.screenPos = IN.screenPos; SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; clip( alphaRef - 0.01 ); SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=15301 1687;-1;1906;980;524.9448;295.0507;1.045;True;True Node;AmplifyShaderEditor.RangedFloatNode;41;-155.0079,219.1969;Float;True;Property;_IndexofRefraction;Index of Refraction;7;0;Create;True;0;0;False;0;1;-0.1317647;-1;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.Vector4Node;72;-121.8339,456.7749;Float;False;Constant;_Vector0;Vector 0;8;0;Create;True;0;0;False;0;-1,1,0,2;0,0,0,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode;73;144.65,-23.01038;Float;False;Property;_Opacity;Opacity;1;0;Create;True;0;0;False;0;0;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode;65;-150.0818,-198.146;Float;True;Property;_Albedo;Albedo;0;0;Create;True;0;0;False;0;None;488d0613ea1274040871059529ba3779;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.WorldSpaceCameraPos;77;185.65,544.9896;Float;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.DistanceOpNode;76;514.65,476.9896;Float;True;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;75;492.65,-71.01038;Float;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.TFHCRemapNode;67;212.1661,337.7749;Float;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;42;169.8898,192.1909;Float;False;Property;_Smoothness;Smoothness;2;0;Create;True;0;0;False;0;0;0.85;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;74;193.65,142.9896;Float;False;Property;_Metalness;Metalness;3;0;Create;True;0;0;False;0;0;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode;54;-144.4781,15.58637;Float;True;Property;_NormalMap;Normal Map;5;0;Create;True;0;0;False;0;None;3fbdab241bdf1144087c7f2e451a56c4;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;696.3,49.80001;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;ASESampleShaders/ObjectNormalRefraction;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;Back;0;False;-1;3;False;-1;False;0;0;False;0;Custom;0.5;True;True;0;True;Transparent;;Geometry;ForwardOnly;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;0;4;10;25;False;0.5;True;0;5;False;-1;10;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;1;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;4;-1;6;-1;0;0;0;False;0;0;0;False;-1;-1;0;False;-1;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0 WireConnection;76;0;77;0 WireConnection;76;1;67;0 WireConnection;75;0;65;4 WireConnection;75;1;73;0 WireConnection;67;0;41;0 WireConnection;67;1;72;1 WireConnection;67;2;72;2 WireConnection;67;3;72;3 WireConnection;67;4;72;4 WireConnection;0;0;65;0 WireConnection;0;1;54;0 WireConnection;0;3;74;0 WireConnection;0;4;42;0 WireConnection;0;8;67;0 WireConnection;0;9;75;0 ASEEND*/ //CHKSM=668C02B4674D9580C719A986F24E5937C596A51C