Created
July 1, 2019 18:32
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A Fresnel-shaded mirror for Unity.
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// based on this asset: https://wiki.unity3d.com/index.php/MirrorReflection4 | |
Shader "FX/Mirror" | |
{ | |
Properties | |
{ | |
_MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
[HideInInspector] _ReflectionTex ("", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { | |
"Queue"="Transparent+1" | |
"RenderType"="Transparent" | |
} | |
LOD 100 | |
Blend SrcAlpha OneMinusSrcAlpha | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata_t | |
{ | |
float2 uv : TEXCOORD0; | |
float4 refl : TEXCOORD1; | |
float4 pos : POSITION; | |
float4 col: COLOR; | |
}; | |
struct v2f | |
{ | |
half2 uv : TEXCOORD0; | |
float4 refl : TEXCOORD1; | |
float4 pos : SV_POSITION; | |
fixed4 col: COLOR; | |
}; | |
float4 _MainTex_ST; | |
fixed4 _Color; | |
v2f vert(appdata_t i) | |
{ | |
v2f o; | |
o.pos = UnityObjectToClipPos (i.pos); | |
o.uv = TRANSFORM_TEX(i.uv, _MainTex); | |
o.refl = ComputeScreenPos (o.pos); | |
o.col = i.col * _Color; | |
return o; | |
} | |
sampler2D _MainTex; | |
sampler2D _ReflectionTex; | |
float4 _MainTex_TexelSize; | |
fixed4 SineDisplace(sampler2D _reflTex, float2 uv, fixed4 maskTex) | |
{ | |
// poor man's Fresnel effect | |
float normY = -(uv.y - _MainTex_TexelSize); | |
// distort more towards the bottom of screen | |
uv.x += pow(normY/30, 2) * sin(500*((normY))); | |
fixed4 color = tex2D (_reflTex, uv); | |
color.rgb = lerp(color.rgb, _Color, sqrt(pow(normY / _MainTex_TexelSize, 2))); | |
color.a = maskTex.a; | |
return color; | |
} | |
fixed4 frag(v2f i) : SV_Target | |
{ | |
//get the base reflector texture details | |
fixed4 maskTex = tex2D(_MainTex, i.uv); | |
//sample the 2d texture from the projected coordinates of the reflection | |
fixed4 refl = SineDisplace(_ReflectionTex, UNITY_PROJ_COORD(i.refl), maskTex); | |
return refl; | |
} | |
ENDCG | |
} | |
} | |
} |
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