Shader "Unlit/Frensel"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_FresnelScale("Fresnel",Range(0,1)) = 0.5
_Cubemap("CubeMap",Cube) = "_Skybox"{}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:Normal;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD02;
float3 worldNormal : TEXCOORD03;
float3 worldViewDir : TEXCOORD04;
float3 worldRefl : TEXCOORD05;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _FresnelScale;
samplerCUBE _Cubemap;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos=mul(unity_ObjectToWorld,v.vertex);
o.worldNormal=UnityObjectToWorldNormal(v.normal);
o.worldViewDir=UnityWorldSpaceViewDir(o.worldPos);
o.worldRefl=reflect(-o.worldViewDir,o.worldNormal);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 worldViewDir = normalize(i.worldViewDir);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
// sample the texture
fixed3 diffuse = tex2D(_MainTex, i.uv).rgb * _LightColor0.rgb * max(0,dot(worldNormal,worldLightDir));
fixed3 refection = texCUBE(_Cubemap, i.worldRefl).rgb;
fixed fresnel = _FresnelScale + (1 - _FresnelScale) * pow(1 - dot(worldViewDir, worldNormal), 5);
fixed3 col = ambient + lerp(diffuse, refection, saturate(fresnel));
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return fixed4(col,1);
}
ENDCG
}
}
}
CG代码 菲尼尔简单实现
最新推荐文章于 2024-06-12 10:24:19 发布