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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Effects/Ice/IceDistortion" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1)
- _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
- _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
- _ReflectionStrength ("ReflectionStrength", Range (1, 20)) = 1
- _MainTex ("Base (RGB) Emission Tex (A)", 2D) = "white" {}
- _Opacity ("Material opacity", Range (-1, 1)) = 0.5
- _Cube ("Reflection Cubemap", Cube) = ""
- _BumpMap ("Normalmap", 2D) = "bump" {}
- _FPOW("FPOW Fresnel", Float) = 5.0
- _R0("R0 Fresnel", Float) = 0.05
- _Cutoff ("Cutoff", Range (0, 1)) = 0.5
- _LightStr ("Light strength", Range (0, 1)) = 1
- _BumpAmt ("Distortion", range (0,500)) = 10
- }
- SubShader {
- Tags { "Queue"="Transparent+1" "RenderType"="Transperent" }
- GrabPass {"_GrabTexture"}
- LOD 200
- ZWrite On
- CGPROGRAM
- #pragma vertex vert
- #pragma surface surf Lambert alpha
- #pragma glsl
- sampler2D _MainTex;
- sampler2D _BumpMap;
- samplerCUBE _Cube;
- float _BumpAmt;
- sampler2D _GrabTexture;
- float4 _GrabTexture_TexelSize;
- float4 _Color;
- float4 _ReflectColor;
- float _ReflectionStrength;
- float _Shininess;
- float _FPOW;
- float _R0;
- float _Opacity;
- float _Cutoff;
- float _LightStr;
- struct Input {
- float2 uv_MainTex;
- float2 uv_BumpMap;
- float3 viewDir;
- float3 worldRefl;
- INTERNAL_DATA
- float2 uv_BumpMapGlass;
- float4 proj : TEXCOORD0;
- };
- void vert (inout appdata_full v, out Input o) {
- UNITY_INITIALIZE_OUTPUT(Input,o);
- float4 oPos = UnityObjectToClipPos(v.vertex);
- #if UNITY_UV_STARTS_AT_TOP
- float scale = -1.0;
- #else
- float scale = 1.0;
- #endif
- o.proj.xy = (float2(oPos.x, oPos.y*scale) + oPos.w) * 0.5;
- o.proj.zw = oPos.zw;
- }
-
- void surf (Input IN, inout SurfaceOutput o) {
- half4 tex = tex2D(_MainTex, IN.uv_MainTex);
- half4 c = tex * _Color;
-
-
- o.Gloss = tex.a;
- o.Specular = _Shininess;
-
- o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
-
- float3 worldRefl = WorldReflectionVector (IN, o.Normal);
- half4 reflcol = texCUBE (_Cube, worldRefl);
- reflcol *= tex.a;
- half fresnel = saturate(1.0 - dot(o.Normal, normalize(IN.viewDir)));
- fresnel = pow(fresnel, _FPOW);
- fresnel = _R0 + (1.0 - _R0) * fresnel;
- reflcol = lerp(c, reflcol, fresnel);
- half2 offset = o.Normal.rg * _BumpAmt * _GrabTexture_TexelSize.xy;
- IN.proj.xy = offset * IN.proj.z + IN.proj.xy;
- half4 col = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(IN.proj));
- //o.Emission = reflcol.rgb * _ReflectColor.rgb * _ReflectionStrength * _LightStr;
- o.Emission = (col.rgb + reflcol.rgb* _ReflectionStrength * _LightStr) * _ReflectColor.rgb;
- o.Albedo = _Color ;
- o.Alpha = _Cutoff > tex.a ? tex.a+_Opacity : 0;
- }
- ENDCG
- }
- FallBack "Reflective/Bumped Diffuse"
- }
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