Glass Shader

From Unify Community Wiki
(Difference between revisions)
Jump to: navigation, search
(Initial version with basic and reflective shaders)

Revision as of 16:58, 26 February 2013


Author: Daniel Brauer

Description

All of Unity's built-in transparent shaders attenuate specular contribution with transparency. This is great for things with holes in them, but terrible for windows that you want to reflect light. The following shaders are always 100% transparent, but always show specular (and optionally reflective) contribution.

ShaderLab - Glass.shader

Invalid language.

You need to specify a language like this: <source lang="html4strict">...</source>

Supported languages for syntax highlighting:

4cs, 6502acme, 6502kickass, 6502tasm, 68000devpac, abap, actionscript, actionscript3, ada, algol68, apache, applescript, apt_sources, asm, asp, autoconf, autohotkey, autoit, avisynth, awk, bascomavr, bash, basic4gl, bf, bibtex, blitzbasic, bnf, boo, c, c_loadrunner, c_mac, caddcl, cadlisp, cfdg, cfm, chaiscript, cil, clojure, cmake, cobol, coffeescript, cpp, cpp-qt, csharp, css, cuesheet, d, dcs, delphi, diff, div, dos, dot, e, ecmascript, eiffel, email, epc, erlang, euphoria, f1, falcon, fo, fortran, freebasic, fsharp, gambas, gdb, genero, genie, gettext, glsl, gml, gnuplot, go, groovy, gwbasic, haskell, hicest, hq9plus, html4strict, html5, icon, idl, ini, inno, intercal, io, j, java, java5, javascript, jquery, kixtart, klonec, klonecpp, latex, lb, lisp, llvm, locobasic, logtalk, lolcode, lotusformulas, lotusscript, lscript, lsl2, lua, m68k, magiksf, make, mapbasic, matlab, mirc, mmix, modula2, modula3, mpasm, mxml, mysql, newlisp, nsis, oberon2, objc, objeck, ocaml, ocaml-brief, oobas, oracle11, oracle8, oxygene, oz, pascal, pcre, per, perl, perl6, pf, php, php-brief, pic16, pike, pixelbender, pli, plsql, postgresql, povray, powerbuilder, powershell, proftpd, progress, prolog, properties, providex, purebasic, pycon, python, q, qbasic, rails, rebol, reg, robots, rpmspec, rsplus, ruby, sas, scala, scheme, scilab, sdlbasic, smalltalk, smarty, sql, systemverilog, tcl, teraterm, text, thinbasic, tsql, typoscript, unicon, uscript, vala, vb, vbnet, verilog, vhdl, vim, visualfoxpro, visualprolog, whitespace, whois, winbatch, xbasic, xml, xorg_conf, xpp, yaml, z80, zxbasic


Shader "Glass" {
	Properties {
		_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
		_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
	}
	SubShader {
		Tags {
			"Queue"="Transparent"
			"IgnoreProjector"="True"
			"RenderType"="Transparent"
		}
		LOD 300
		
		CGPROGRAM
			#pragma surface surf BlinnPhong decal:add nolightmap
			
			half _Shininess;
			
			struct Input {
				float dummy;
			};
			
			void surf (Input IN, inout SurfaceOutput o) {
				o.Albedo = 0;
				o.Gloss = 1;
				o.Specular = _Shininess;
				o.Alpha = 0;
			}
		ENDCG
	}
	FallBack "Transparent/VertexLit"
}

ShaderLab - Glass Reflective.shader

Invalid language.

You need to specify a language like this: <source lang="html4strict">...</source>

Supported languages for syntax highlighting:

4cs, 6502acme, 6502kickass, 6502tasm, 68000devpac, abap, actionscript, actionscript3, ada, algol68, apache, applescript, apt_sources, asm, asp, autoconf, autohotkey, autoit, avisynth, awk, bascomavr, bash, basic4gl, bf, bibtex, blitzbasic, bnf, boo, c, c_loadrunner, c_mac, caddcl, cadlisp, cfdg, cfm, chaiscript, cil, clojure, cmake, cobol, coffeescript, cpp, cpp-qt, csharp, css, cuesheet, d, dcs, delphi, diff, div, dos, dot, e, ecmascript, eiffel, email, epc, erlang, euphoria, f1, falcon, fo, fortran, freebasic, fsharp, gambas, gdb, genero, genie, gettext, glsl, gml, gnuplot, go, groovy, gwbasic, haskell, hicest, hq9plus, html4strict, html5, icon, idl, ini, inno, intercal, io, j, java, java5, javascript, jquery, kixtart, klonec, klonecpp, latex, lb, lisp, llvm, locobasic, logtalk, lolcode, lotusformulas, lotusscript, lscript, lsl2, lua, m68k, magiksf, make, mapbasic, matlab, mirc, mmix, modula2, modula3, mpasm, mxml, mysql, newlisp, nsis, oberon2, objc, objeck, ocaml, ocaml-brief, oobas, oracle11, oracle8, oxygene, oz, pascal, pcre, per, perl, perl6, pf, php, php-brief, pic16, pike, pixelbender, pli, plsql, postgresql, povray, powerbuilder, powershell, proftpd, progress, prolog, properties, providex, purebasic, pycon, python, q, qbasic, rails, rebol, reg, robots, rpmspec, rsplus, ruby, sas, scala, scheme, scilab, sdlbasic, smalltalk, smarty, sql, systemverilog, tcl, teraterm, text, thinbasic, tsql, typoscript, unicon, uscript, vala, vb, vbnet, verilog, vhdl, vim, visualfoxpro, visualprolog, whitespace, whois, winbatch, xbasic, xml, xorg_conf, xpp, yaml, z80, zxbasic


Shader "Glass Reflective" {
	Properties {
		_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)
		_Cube ("Reflection Cubemap", Cube) = "black" { TexGen CubeReflect }
	}
	SubShader {
		Tags {
			"Queue"="Transparent"
			"IgnoreProjector"="True"
			"RenderType"="Transparent"
		}
		LOD 300
		
		CGPROGRAM
			#pragma surface surf BlinnPhong decal:add nolightmap
			
			samplerCUBE _Cube;
			
			fixed4 _ReflectColor;
			half _Shininess;
			
			struct Input {
				float3 worldRefl;
			};
			
			void surf (Input IN, inout SurfaceOutput o) {
				o.Albedo = 0;
				o.Gloss = 1;
				o.Specular = _Shininess;
				
				fixed4 reflcol = texCUBE (_Cube, IN.worldRefl);
				o.Emission = reflcol.rgb * _ReflectColor.rgb;
				o.Alpha = reflcol.a * _ReflectColor.a;
			}
		ENDCG
	}
	FallBack "Transparent/VertexLit"
}
Personal tools
Namespaces

Variants
Actions
Navigation
Extras
Toolbox