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Copy pathFresnel.shader
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Fresnel.shader
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Shader "Unlit/Fresnel"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Gloss ("Gloss", Float) = 0.5
_Highlight ("Highlight", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque"
"LightMode" = "ForwardBase"
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
# include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 normal : TEXCOORD1;
float3 worldPos : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Gloss;
float4 _Highlight;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.normal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
float3 normalDir = normalize(i.normal); // (!) We normalize the normals since interpolator will change their length and cause wierd effect
float3 lightDir = _WorldSpaceLightPos0.xyz;
float3 cameraDir = normalize(_WorldSpaceCameraPos - i.worldPos);
// PHONG
float3 reflected = reflect(-lightDir, normalDir);
float3 phongSpecular = saturate(dot(reflected, cameraDir));
phongSpecular = pow(phongSpecular, _Gloss); // (!) We adjust the sharpness of the specular based on the gloss
// LAMBERTIAN
float3 lambertian = saturate(dot(normalDir, lightDir));
float4 fresnel = (1 - dot(normalDir, cameraDir)) * (cos(_Time.x * 20) * 0.5 + 0.5) * _Highlight; // (!) We use the dot product between the normal and the camera direction to calculate the fresnel effect
// PHONG + LAMBERTIAN
return float4(lambertian * _LightColor0 * col + phongSpecular.xxx + fresnel, 1.0);
}
ENDCG
}
}
}