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
<shaderlab>// 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 }
}
}
}
} </shaderlab>