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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 [(-1)-1]", 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 [0-1]", Range (0, 1)) = 0.5
_LightStr ("Light strength [0-1]", Range (0, 1)) = 1
_BumpAmt ("Distortion", Float) = 10
}
SubShader {
Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transperent" }
GrabPass {"_GrabTexture"}
LOD 200
ZWrite On
CGPROGRAM
#pragma surface surf BlinnPhong alpha vertex:vert
#pragma target 3.0
#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.w;
#if UNITY_SINGLE_PASS_STEREO
o.proj.xy = TransformStereoScreenSpaceTex(o.proj.xy, o.proj.w);
#endif
}
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 = (col.rgb + reflcol.rgb* _ReflectionStrength * _LightStr) * _ReflectColor.rgb;
o.Albedo = _Color ;
o.Alpha = saturate(_Cutoff > tex.a ? tex.a+_Opacity : 0);
}
ENDCG
}
FallBack "Diffuse"
}