本文实例为大家分享了unity shader实现玻璃折射的具体代码,供大家参考,具体内容如下
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 | Shader "Unlit/render_reflect" { Properties { _MainTex ( "Texture" , 2D) = "white" {} } SubShader { Tags { "Queue" = "Transparent" "RenderType" = "Opaque" } LOD 100 GrabPass{ "_ScreenTex" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 uv : TEXCOORD0; float2 uv2 : TEXCOORD1; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _ScreenTex; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv2 = TRANSFORM_TEX(v.uv, _MainTex); o.uv = ComputeGrabScreenPos(o.vertex); //o.uv.x = 1 - o.uv.x; return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture i.uv.xy += float2(0.1,0.1); fixed4 fra = tex2D(_ScreenTex, i.uv.xy/i.uv.w); fixed4 fle = tex2D(_MainTex, i.uv2); // apply fog return lerp(fra, fle, 0.2); } ENDCG } } } |
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