Refraction
Author: Aras Pranckevicius
Description
Similar to the Glass shaders in Pro Standard Assets, but this refracts based on actual geometry (whereas Glass uses only a normal map). This is not true refraction, only something that distorts the image in a way that looks remotely like refraction :)
Works on vertex/fragment program capable hardware (Radeon 9500, GeForceFX, Intel 9xx). Requires Unity Pro.
ShaderLab - Refraction.shader
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// Uses geometry normals to distort the image behind, and
// an additional texture to tint the color.
Shader "FX/Refraction Distort" {
Properties {
_BumpAmt ("Distortion", range (0,128)) = 10.0
_MainTex ("Tint Color (RGB)", 2D) = "white" {}
}
Category {
// We must be transparent, so other objects are drawn before this one.
Tags { "Queue" = "Transparent"}
// ------------------------------------------------------------------
// ARB fragment program
SubShader {
// This pass grabs the screen behind the object into a texture.
// We can access the result in the next pass as _GrabTexture
GrabPass {
Name "BASE"
Tags { "LightMode" = "Always" }
}
// Main pass: Take the texture grabbed above and use the normals to perturb it
// on to the screen
Pass {
Name "BASE"
Tags { "LightMode" = "Always" }
CGPROGRAM
// profiles arbfp1
// vertex vert
// fragment frag
// fragmentoption ARB_precision_hint_fastest
// fragmentoption ARB_fog_exp2
#include "UnityCG.cginc"
sampler2D _MainTex : register(s1);
samplerRECT _GrabTexture : register(s0);
struct v2f {
V2F_POS_FOG;
float4 uvrefr : TEXCOORD0;
float2 uv : TEXCOORD1;
float3 normal : TEXCOORD2;
};
uniform float _BumpAmt;
v2f vert (appdata_base v)
{
v2f o;
PositionFog( v.vertex, o.pos, o.fog );
o.uv = TRANSFORM_UV(1);
o.uvrefr = mul( glstate.matrix.texture[0], v.vertex );
o.normal = mul( (float3x3)glstate.matrix.mvp, v.normal );
return o;
}
half4 frag( v2f i ) : COLOR
{
i.normal = normalize(i.normal);
// Calculate refracted vector based on the surface normal.
// This is only an approximation because we don't know the
// thickness of the object. So just use anything that looks
// "good enough"
half3 refracted = i.normal * abs(i.normal);
//half3 refracted = refract( i.normal, half3(0,0,1), 1.333 );
// perturb coordinates of the grabbed image
i.uvrefr.xy = refracted.xy * (i.uvrefr.w * _BumpAmt) + i.uvrefr.xy;
half4 refr = texRECTproj( _GrabTexture, i.uvrefr );
half4 col = tex2D( _MainTex, i.uv.xy );
return col * refr;
}
ENDCG
// Set up the textures for this pass
SetTexture [_GrabTexture] {} // Texture we grabbed in the pass above
SetTexture [_MainTex] {} // Color tint
}
}
// ------------------------------------------------------------------
// Fallback for older cards and Unity non-Pro
SubShader {
Blend DstColor Zero
Pass {
Name "BASE"
SetTexture [_MainTex] { combine texture }
}
}
}
}