反射:代码里有阴影和衰减计算
Shader "Unlit/17"
{
Properties
{
_Color("Color",Color)=(1,1,1,1)
_ReflectColor("ReflectColor",Color)=(1,1,1,1)
_ReflectAmount("ReflectAmount",Range(0,1))=0.5
_CubeMap("CubeMap",Cube)="cube"{}
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
Tags{"LightMode" = "ForwardBase"}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Color;
fixed4 _ReflectColor;
fixed _ReflectAmount;
samplerCUBE _CubeMap;
struct a2v
{
float4 vertex : POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float4 pos:SV_POSITION;
float3 worldPos:TEXCOORD0;
float3 worldNormal:TEXCOORD1;
float3 worldLight:TEXCOORD2;
float3 worldView:TEXCOORD3;
float3 worldReflect:TEXCOORD4;
SHADOW_COORDS(5)
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldLight = UnityWorldSpaceLightDir(o.worldPos);
o.worldView = UnityWorldSpaceViewDir(o.worldPos);
o.worldReflect = reflect(-o.worldView,o.worldNormal);
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLight = normalize(i.worldLight);
fixed3 worldView = normalize(i.worldView);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb * _Color.rgb;
fixed3 diffuse = _LightColor0.rgb * _Color.rgb * saturate(dot(worldNormal,worldLight));
fixed3 reflection = texCUBE(_CubeMap,i.worldReflect).rgb * _ReflectColor.rgb;
UNITY_LIGHT_ATTENUATION(atten,i,i.worldPos);
fixed3 color = ambient + lerp(diffuse, reflection, _ReflectAmount) * atten;
return fixed4(color ,1.0);
}
ENDCG
}
}
}
折射:
Shader "Unlit/18"
{
Properties
{
_Color("Color",Color)=(1,1,1,1)
_RefractColor("RefractColor",Color)=(1,1,1,1)
_RefractAmount("RefractAmount",Range(0,1))=0.5
_RefractRatio("Ratio",Range(0,1))=0.5
_Cubemap("RefractionMap",Cube)="cube"{}
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
fixed4 _Color;
fixed4 _RefractColor;
fixed _RefractAmount;
fixed _RefractRatio;
samplerCUBE _Cubemap;
struct a2v
{
float4 vertex : POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldPos:TEXCOORD0;
float3 worldNormal:TEXCOORD1;
float3 worldLight:TEXCOORD2;
float3 worldView:TEXCOORD3;
float3 worldRefract:TEXCOORD4;
SHADOW_COORDS(5)
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld,v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldLight = UnityWorldSpaceLightDir(o.worldPos);
o.worldView = UnityWorldSpaceViewDir(o.worldPos);
o.worldRefract = refract(-normalize(o.worldView),normalize(o.worldNormal),_RefractRatio);
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLight = normalize(i.worldLight);
fixed3 worldView = normalize(i.worldView);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
fixed3 diffuse = _LightColor0.rgb * _Color.rgb * saturate(dot(worldNormal,worldLight));
fixed3 refraction = texCUBE(_Cubemap,i.worldRefract) * _RefractColor.rgb;
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
fixed3 color = ambient + lerp(diffuse,refraction,_RefractAmount) * atten;
return fixed4(color,1.0);
}
ENDCG
}
}
}
菲尼尔反射:
Shader "Unlit/19"
{
Properties
{
_Color("Color",Color) = (1,1,1,1)
_FresnelScale("FresnelScale",Range(0,1)) = 0.5
_Cubemap("CubeMap",Cube) = "_Skybox"{}
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Color;
fixed _FresnelScale;
samplerCUBE _Cubemap;
struct a2v
{
float4 vertex : POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldPos:TEXCOORD0;
float3 worldNormal:TEXCOORD1;
float3 worldLight:TEXCOORD2;
float3 worldView:TEXCOORD3;
float3 worldReflect:TEXCOORD4;
UNITY_SHADOW_COORDS(5)
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldLight = UnityWorldSpaceLightDir(o.worldPos);
o.worldView = UnityWorldSpaceViewDir(o.worldPos);
o.worldReflect = reflect(-o.worldView, o.worldNormal);
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLight = normalize(i.worldLight);
fixed3 worldView = normalize(i.worldView);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
fixed3 diffuse = _LightColor0.rgb * _Color.rgb * saturate(dot(worldNormal,worldLight));
fixed3 reflection = texCUBE(_Cubemap,i.worldReflect).rgb;
//_FresnelSacle=0时,菲涅尔反射,_FresnelScale=1时,完全反射
float fresnel = _FresnelScale + (1 - _FresnelScale) * pow(1 - dot(worldNormal, worldView),5);
UNITY_LIGHT_ATTENUATION(atten,i,i.worldPos);
fixed3 color = ambient + lerp( diffuse , reflection ,saturate( fresnel ) ) * atten;
return fixed4(color,1.0);
}
ENDCG
}
}
}
镜子效果:
Shader "Unlit/20"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
//反转X坐标即可
o.uv.x = 1 - o.uv.x;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return = tex2D(_MainTex, i.uv);
}
ENDCG
}
}
}
玻璃效果:
Shader "Unlit/21"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BumpMap("Normal Map",2D)="bump"{}
_CubeMap("Cube Map",Cube)="_Skybox"{}
_Distortion("Distortion",Range(0,100))=10
_RefractAmount("Refract Amount",Range(0,1))=1
}
SubShader
{
Tags{"Queue"="Transparent" "RenderType"="Opaque"}
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;
float2 texcoord : TEXCOORD0;
float3 normal:NORMAL;
float4 tangent:TANGENT;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
float4 screenPos:TEXCOORD1;
float4 T2W1:TEXCOORD2;
float4 T2W2:TEXCOORD3;
float4 T2W3:TEXCOORD4;
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
//屏幕坐标
o.screenPos = ComputeGrabScreenPos(o.pos);
//uv
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.texcoord, _BumpMap);
float3 worldPos = mul(unity_ObjectToWorld,v.vertex);
//求切线空间到世界空间的变换矩阵
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed3 worldBinormal = cross(worldNormal,worldTangent) * v.tangent.w;
o.T2W1 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.T2W2 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.T2W3 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float3 worldPos = float3(i.T2W1.w,i.T2W2.w,i.T2W3.w);
fixed3 worldView = normalize(UnityWorldSpaceViewDir(worldPos));
//获取切线空间法线
fixed3 bump = UnpackNormal(tex2D(_BumpMap,i.uv.zw));
//偏移:法线 * 扰动 * 纹素
float2 offset = bump.xy * _Distortion * _RefractionTex_TexelSize.xy;
//屏幕坐标+偏移
i.screenPos.xy = offset + i.screenPos.xy;
//折射
fixed3 refraction = tex2D(_RefractionTex,i.screenPos.xy/i.screenPos.w).rgb;
//反射:需先求反射方向,便于立方体贴图采样,反射方向需要法线方向和视角方向
//法线
fixed3 worldNormal = normalize(half3(dot(i.T2W1.xyz,bump),dot(i.T2W2.xyz,bump),dot(i.T2W3.xyz,bump)));
//反射方向
float3 reflectDir = reflect(-worldView,worldNormal);
//主纹理贴图
fixed3 texColor = tex2D(_MainTex,i.uv.xy).rgb;
//求得反射= 反射颜色 * 主纹理颜色
fixed3 reflection = texCUBE(_CubeMap, reflectDir) * texColor;
//反射和折射混合
fixed3 color = reflection * (1 - _RefractAmount) + refraction * _RefractAmount;
return fixed4(color,1.0);
}
ENDCG
}
}
}