最终效果
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
#prag