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@cancinconn
Last active March 10, 2024 19:13
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An attempt at a basic pearlescent shader for Unity.
Shader "Custom/Pearlescent" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_ColorDirect("Indirect Color", Color) = (1,1,1,1)
//_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Iterations("Iridescence Function Iterations (Power)", Range(0,20)) = 5
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float3 viewDir;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
fixed4 _ColorDirect;
float _Iterations;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_CBUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_CBUFFER_END
float map(float val, float min, float max, float newMin, float newMax)
{
float ratio = abs(val - min) / abs(max - min);
return newMin + ratio * abs(newMax - newMin);
}
float4 mix(float4 col1, float4 col2, float mixAmount)
{
return float4(col1.r * mixAmount + col2.r * (1 - mixAmount), col1.g * mixAmount + col2.g * (1 - mixAmount), col1.b * mixAmount + col2.b * (1 - mixAmount), col1.a * mixAmount + col2.a * (1 - mixAmount));
}
float efficientIridFunc(float x) {
return x*x*x*x*x;
}
float iridFunc(float x)
{
if (x < 0) x = 0; //get rid of the black outline caused by a thin layer of almost-perpendicular pixels
float result = pow(x, _Iterations);
return result;
}
void surf (Input IN, inout SurfaceOutputStandard o) {
float3 worldNormal = WorldNormalVector(IN, o.Normal);
float dotProduct = dot(worldNormal, IN.viewDir); //will always be between 1 and 0 for the pixels that we care about because normals facing away will be 0 to -1. I hope I don't have these numbers the wrong way around...
float rampPos = map(dotProduct, -1, 1, 0, 1);
float4 col;
//col = mix(_Color, _ColorDirect, efficientIridFunc(dotProduct));
col = mix(_Color, _ColorDirect, iridFunc(dotProduct));
o.Albedo = col;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
//o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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