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@shivaduke28
Last active March 10, 2023 23:25
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a minimum Snell's window shader
Shader "Snell"
{
Properties
{
_WaterColor ("Water Color", Color) = (0.2, 0.8, 1, 1)
_Absorption("Absorption (sigma_a)", Color) = (0.3, 0.04, 0.01)
}
SubShader
{
Tags
{
"RenderType"="Opaque" "Queue"="Transparent"
}
GrabPass
{
"_GrabTexture"
}
Pass
{
Blend One Zero
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#define IOR_RATIO_WATER_AIR 1.3333 // n2/n1
#define F0 0.02 //{(n1-n2)/(n1+n2)}^2
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float3 worldPos : TEXCOORD1;
float4 screenPos : TEXCOORD2;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _GrabTexture;
half3 _WaterColor;
half3 _Absorption;
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.screenPos = ComputeScreenPos(o.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
half4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float3 position = i.worldPos;
half3 view = _WorldSpaceCameraPos - position;
half depth = length(view);
view /= depth;
// 法線を良い感じにする
half3 normal = half3(0, 1, 0);
half3 refractDir = refract(view, normal * -1, IOR_RATIO_WATER_AIR);
half3 cosTheta = dot(normal, refractDir);
half fresnel = F0 + (1 - F0) * pow(1 - cosTheta, 5);
// refract color
float2 screenUV = i.screenPos.xy / i.screenPos.w;
// uvをなんかいい感じにする(cubemapにしてもいい)
half3 bgColor = tex2D(_GrabTexture, screenUV).rgb;
half3 refractColor = bgColor * IOR_RATIO_WATER_AIR * IOR_RATIO_WATER_AIR * (1 - fresnel);
// 水中からの反射(なんかいい感じにする)
half3 reflectColor = _WaterColor * fresnel;
half3 col = refractColor + reflectColor;
// absorption
col *= exp(- depth * _Absorption);
return half4(col, 1);
}
ENDCG
}
}
}
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