Unity_1lab/1 laba/Assets/furniture/BK_AlchemistHouse/Resources/Shaders/Refraction.shader
lapich_valya ba035efa87 models
добавила модели, текстуры стен, пола
2025-09-18 12:50:59 +03:00

214 lines
10 KiB
Plaintext

// 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