Shader "Custom/11"
{
Properties
{
_Color("Color Tint",Color) = (1,1,1,1)
_RefractColor("Refraction Color",Color) = (1,1,1,1)
_RefractAmount("Refraction Amount",Range(0,1)) = 1
_RefractRatio("Refraction Ratio",Range(0.1,1)) = 0.5
_Cubemap("Cubemap", Cube) = "_Skybox"{}
}
SubShader
{
Tags{"RenderType" = "Opaque" "Queue" = "Geometry"}
pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Color;
fixed4 _RefractColor;
fixed _RefractAmount;
//折射多一个折射率的参数
fixed _RefractRatio;
samplerCUBE _Cubemap;
struct a2v
{
fixed4 vertex : POSITION;
fixed3 normal : NORMAL;
};
struct v2f
{
fixed4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
fixed3 worldPos : TEXCOORD1;
float3 worldViewDir : TEXCOORD2;
float3 worldRefr : TEXCOORD3;
SHADOW_COORDS(4)
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldViewDir = UnityWorldSpaceViewDir(o.worldPos);
//refract()获取折射方向
//三个参数(入射方向,法线,折射率)
o.worldRefr = refract(-normalize(o.worldViewDir), normalize(o.worldNormal), _RefractRatio);
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 viewDir = normalize(i.worldViewDir);
fixed3 refrColor = texCUBE(_Cubemap,i.worldRefr).rgb * _RefractColor.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * _Color.rgb;
fixed3 diffuse = _LightColor0.rgb * _Color.rgb * max(0,dot(lightDir,worldNormal));
UNITY_LIGHT_ATTENUATION(atten,i,i.worldPos);
return fixed4((ambient + lerp(diffuse,refrColor,_RefractAmount))*atten,1.0);
}
ENDCG
}
}
FallBack "Reflective/VertexLit"
}
效果: