当我们早 Shader 中定义了一个 GrabPass 后, Unity 会把当前屏幕的图像绘制在一张纹理中,以便我们在后续的 Pass 中访问。
使用 GrabPass 的时候,我们要小心物体的渲染队列设置。我们往往需要把渲染队列设置成透明队列。
Shader "MyShader/GlassRefraction"
{
Properties{
_MainTex("Main Tex", 2D) = "white" {}
_BumpMap("Normal Map", 2D) = "bump" {}
_Cubemap("Environment Cubemap", Cube) = "_Skybox" {}
_Distortion("Distortion", Range(0, 100)) = 10
_RefractAmount("Refract Amount", Range(0.0, 1.0)) = 1.0
}
SubShader{
// We must be transparent, so other objects are drawn before this one.
Tags { "Queue" = "Transparent" "RenderType" = "Opaque" }
// This pass grabs the screen behind the object into a texture.
// We can access the result in the next pass as _RefractionTex
GrabPass { "_RefractionTex" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float4 _BumpMap_ST;
samplerCUBE _Cubemap;
float _Distortion;
fixed _RefractAmount;
sampler2D _RefractionTex;
float4 _RefractionTex_TexelSize;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord: TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float4 scrPos : TEXCOORD0;
float4 uv : TEXCOORD1;
float4 TtoW0 : TEXCOORD2;
float4 TtoW1 : TEXCOORD3;
float4 TtoW2 : TEXCOORD4;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.scrPos = ComputeGrabScreenPos(o.pos);
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.texcoord, _BumpMap);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
return o;
}
fixed4 frag(v2f i) : SV_Target {
float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
// Get the normal in tangent space
fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv.zw));
// Compute the offset in tangent space
float2 offset = bump.xy * _Distortion * _RefractionTex_TexelSize.xy;
i.scrPos.xy = offset * i.scrPos.z + i.scrPos.xy;
fixed3 refrCol = tex2D(_RefractionTex, i.scrPos.xy / i.scrPos.w).rgb;
// Convert the normal to world space
bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));
fixed3 reflDir = reflect(-worldViewDir, bump);
fixed4 texColor = tex2D(_MainTex, i.uv.xy);
fixed3 reflCol = texCUBE(_Cubemap, reflDir).rgb * texColor.rgb;
fixed3 finalColor = reflCol * (1 - _RefractAmount) + refrCol * _RefractAmount;
return fixed4(finalColor, 1);
}
ENDCG
}
}
FallBack "Diffuse"
}
其中,_MainTex是该玻璃的材质纹理,默认为白色;_BumpMap是玻璃的法线纹理;_Cubemap是用于模拟反射的环境纹理;_Distortion控制模拟折射时图像的扭曲程度;_RefractAmount用于控制折射程度,为0时该玻璃只包含反射效果,为1时只包含折射效果。
ComputeGrabScreenPos 函数来得到对应被抓取的屏幕的采样坐标。
参考 我买的 unity shader 入门精要