// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Effects/Ice/IceVert" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5) _MainTex ("Base (RGB) Gloss (A)", 2D) = "black" {} _BumpMap ("Normalmap", 2D) = "bump" {} _HeightMap ("_HeightMap (r)", 2D) = "white" {} _Height ("_Height", Float) = 0.3 _OffsetXHeightMap ("_OffsetXHeightMap", Range (0, 1)) = 0 _OffsetYHeightMap ("_OffsetYHeightMap", Range (0, 1)) = 0 _FPOW("FPOW Fresnel", Float) = 5.0 _R0("R0 Fresnel", Float) = 0.05 _Cutoff ("Emission strength", Range (0, 1)) = 0.5 _MainTexAlpha ("_MainTexAlpha", range (0, 2)) = 1 _BumpAmt ("Distortion", Float)= 10 _RefractiveStrength ("Refractive Strength", Float) = 0 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off SubShader { GrabPass { Name "BASE" Tags { "LightMode" = "Always" } } Pass { Name "BASE" Tags { "LightMode" = "ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma glsl #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _BumpMap; sampler2D _HeightMap; float _BumpAmt; sampler2D _GrabTexture; float4 _GrabTexture_TexelSize; float4 _Color; float4 _ReflectColor; float _Shininess; float _FPOW; float _R0; float _Cutoff; float _Height; float _OffsetXHeightMap; float _OffsetYHeightMap; float _MainTexAlpha; float _RefractiveStrength; float4 _LightColor0; struct appdata_t { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord : TEXCOORD0; }; struct v2f { half4 vertex : POSITION; half2 uv_MainTex: TEXCOORD0; half2 uv_BumpMap : TEXCOORD1; half2 uv_HeightMap : TEXCOORD2; half4 proj : TEXCOORD3; half3 viewDir : TEXCOORD4; half3 normalDir : TEXCOORD5; half3 normal : TEXCOORD6; half3 tangentSpaceLightDir : TEXCOORD7; half3 refract : TEXCOORD8; }; float4 _MainTex_ST; float4 _BumpMap_ST; float4 _HeightMap_ST; v2f vert (appdata_tan v) { v2f o; o.uv_MainTex = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv_BumpMap = TRANSFORM_TEX(v.texcoord, _BumpMap); o.uv_HeightMap = TRANSFORM_TEX(v.texcoord, _HeightMap); half4 coord = half4(v.texcoord.xy, 0 ,0); coord.x += _OffsetXHeightMap; coord.y += _OffsetYHeightMap; half4 tex = tex2Dlod (_HeightMap, coord); v.vertex.xyz += v.normal * _Height * tex.r; o.vertex = UnityObjectToClipPos(v.vertex); #if UNITY_UV_STARTS_AT_TOP half scale = -1.0; #else half scale = 1.0; #endif o.proj.xy = (half2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5; o.proj.zw = o.vertex.w; #if UNITY_SINGLE_PASS_STEREO o.proj.xy = TransformStereoScreenSpaceTex(o.proj.xy, o.proj.w); #endif o.normal = v.normal; float3 binormal = cross( v.normal, v.tangent.xyz ) * v.tangent.w; float3x3 rotation = float3x3( v.tangent.xyz, binormal, v.normal ); o.viewDir = normalize(ObjSpaceViewDir(v.vertex)); o.normalDir = normalize(mul(half4(v.normal, 0.0), unity_WorldToObject).xyz); o.tangentSpaceLightDir = mul(rotation, normalize(ObjSpaceViewDir(v.vertex))); o.refract = refract(normalize(mul (rotation, ObjSpaceViewDir(v.vertex))), fixed3(0,0,0), 1.0/_RefractiveStrength); return o; } fixed4 frag (v2f i) : COLOR { fixed4 tex = tex2D(_MainTex, i.uv_MainTex) * _Color; fixed3 normal = UnpackNormal(tex2D(_BumpMap, i.uv_BumpMap)); half rampSample = dot(normal, i.tangentSpaceLightDir); half fresnel = saturate(1.0 - dot(i.normal, i.viewDir*rampSample)); fresnel = pow(fresnel, _FPOW); fresnel = _R0 + (1.0 - _R0) * fresnel; half2 offset; offset = i.refract.xy + normal.rg * _BumpAmt * _GrabTexture_TexelSize.xy; i.proj.xy = offset * i.proj.z + i.proj.xy; half4 col = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.proj)); half4 colTex = tex2D(_MainTex, i.uv_BumpMap + offset); #if UNITY_VERSION >= 500 fixed4 emission = col * _Color + colTex.r * _MainTexAlpha * _LightColor0/2 + (fresnel *_ReflectColor) * _Cutoff * _LightColor0/2; #else fixed4 emission = col * _Color + colTex.r * _MainTexAlpha * _LightColor0 + (fresnel *_ReflectColor) * _Cutoff * _LightColor0; #endif emission.a = _Color.a; return emission ; } ENDCG } } } }