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700字范文 > UnityShader---高级纹理(反射 折射 菲涅尔反射 镜子\玻璃效果)(内置渲染管线)---11

UnityShader---高级纹理(反射 折射 菲涅尔反射 镜子\玻璃效果)(内置渲染管线)---11

时间:2023-01-19 01:49:42

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UnityShader---高级纹理(反射 折射 菲涅尔反射 镜子\玻璃效果)(内置渲染管线)---11

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 100Pass{Tags{"LightMode" = "ForwardBase"}Cull OffCGPROGRAM#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 100Pass{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 100Pass{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 100Pass{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);//uvo.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}}}

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