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//Shader imported from https://docs.chaosgroup.com/display/OSLShaders/Thin+Film+Shader | |
Shader "Custom/ThinFilmIridescence" { | |
Properties { | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
[Normal]_Normal("Normal", 2D) = "bump" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
_ThicknessMin("ThicknessMin", float) = 250 | |
_ThicknessMax("ThicknessMax", float) = 400 | |
_Thickness("Thickness", 2D) = "white" {} | |
_NMedium("N medium", float) = 1.0 | |
_NFilm("N film", float) = 1.5 | |
_Ninternal("N internal", float) = 1.0 | |
_IridescenceAmount("IridescenceAmount", float) = 1 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGPROGRAM | |
// Physically based Standard lighting model, and enable shadows on all light types | |
#pragma surface surf Iridescence fullforwardshadows | |
#include "UnityPBSLighting.cginc" | |
// Use shader model 3.0 target, to get nicer looking lighting | |
#pragma target 3.0 | |
sampler2D _MainTex; | |
struct Input { | |
float2 uv_MainTex; | |
float2 uv_Thickness; | |
float2 uv_Normal; | |
}; | |
struct SurfaceOutputIridescence | |
{ | |
fixed3 Albedo; | |
fixed3 Normal; | |
half3 Emission; | |
half Metallic; | |
half Smoothness; | |
half Occlusion; | |
fixed Alpha; | |
float Thickness; | |
}; | |
half _Glossiness; | |
half _Metallic; | |
fixed4 _Color; | |
float _Ninternal; | |
float _NFilm; | |
float _NMedium; | |
sampler2D _Thickness; | |
float _ThicknessMax; | |
float _ThicknessMin; | |
float _IridescenceAmount; | |
sampler2D _Normal; | |
/* Amplitude reflection coefficient (s-polarized) */ | |
float rs(float n1, float n2, float cosI, float cosT) { | |
return (n1 * cosI - n2 * cosT) / (n1 * cosI + n2 * cosT); | |
} | |
/* Amplitude reflection coefficient (p-polarized) */ | |
float rp(float n1, float n2, float cosI, float cosT) { | |
return (n2 * cosI - n1 * cosT) / (n1 * cosT + n2 * cosI); | |
} | |
/* Amplitude transmission coefficient (s-polarized) */ | |
float ts(float n1, float n2, float cosI, float cosT) { | |
return 2 * n1 * cosI / (n1 * cosI + n2 * cosT); | |
} | |
/* Amplitude transmission coefficient (p-polarized) */ | |
float tp(float n1, float n2, float cosI, float cosT) { | |
return 2 * n1 * cosI / (n1 * cosT + n2 * cosI); | |
} | |
// cosI is the cosine of the incident angle, that is, cos0 = dot(view angle, normal) | |
// lambda is the wavelength of the incident light (e.g. lambda = 510 for green) | |
// From http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/thin-film-interference-for-computer-graphics-r2962 | |
float thinFilmReflectance(float cos0, float lambda, float thickness, float n0, float n1, float n2) { | |
float PI=3.1415926535897932384626433832795; | |
// compute the phase change term (constant) | |
float d10 = (n1 > n0) ? 0 : PI; | |
float d12 = (n1 > n2) ? 0 : PI; | |
float delta = d10 + d12; | |
// now, compute cos1, the cosine of the reflected angle | |
float sin1 = pow(n0 / n1, 2) * (1 - pow(cos0, 2)); | |
if (sin1 > 1) return 1.0; // total internal reflection | |
float cos1 = sqrt(1 - sin1); | |
// compute cos2, the cosine of the final transmitted angle, i.e. cos(theta_2) | |
// we need this angle for the Fresnel terms at the bottom interface | |
float sin2 = pow(n0 / n2, 2) * (1 - pow(cos0, 2)); | |
if (sin2 > 1) return 1.0; // total internal reflection | |
float cos2 = sqrt(1 - sin2); | |
// get the reflection transmission amplitude Fresnel coefficients | |
float alpha_s = rs(n1, n0, cos1, cos0) * rs(n1, n2, cos1, cos2); // rho_10 * rho_12 (s-polarized) | |
float alpha_p = rp(n1, n0, cos1, cos0) * rp(n1, n2, cos1, cos2); // rho_10 * rho_12 (p-polarized) | |
float beta_s = ts(n0, n1, cos0, cos1) * ts(n1, n2, cos1, cos2); // tau_01 * tau_12 (s-polarized) | |
float beta_p = tp(n0, n1, cos0, cos1) * tp(n1, n2, cos1, cos2); // tau_01 * tau_12 (p-polarized) | |
// compute the phase term (phi) | |
float phi = (2 * PI / lambda) * (2 * n1 * thickness * cos1) + delta; | |
// finally, evaluate the transmitted intensity for the two possible polarizations | |
float ts = pow(beta_s, 2) / (pow(alpha_s, 2) - 2 * alpha_s * cos(phi) + 1); | |
float tp = pow(beta_p, 2) / (pow(alpha_p, 2) - 2 * alpha_p * cos(phi) + 1); | |
// we need to take into account conservation of energy for transmission | |
float beamRatio = (n2 * cos2) / (n0 * cos0); | |
// calculate the average transmitted intensity (if you know the polarization distribution of your | |
// light source, you should specify it here. if you don't, a 50%/50% average is generally used) | |
float t = beamRatio * (ts + tp) / 2; | |
// and finally, derive the reflected intensity | |
return 1 - t; | |
} | |
fixed4 LightingIridescence(SurfaceOutputIridescence s, half3 viewDir, UnityGI gi) { | |
float cos0 = abs(dot(viewDir, s.Normal)); | |
float red=thinFilmReflectance(cos0, 650, s.Thickness, _NMedium, _NFilm, _Ninternal); | |
float green=thinFilmReflectance(cos0, 510, s.Thickness, _NMedium, _NFilm, _Ninternal); | |
float blue=thinFilmReflectance(cos0, 475, s.Thickness, _NMedium, _NFilm, _Ninternal); | |
SurfaceOutputStandard r; | |
//Kinda breaking physical accuracy here | |
r.Albedo = lerp(s.Albedo, fixed3(red, green, blue) * _IridescenceAmount, (1.0 - cos0)); | |
r.Normal = s.Normal; | |
r.Emission = s.Emission; | |
r.Metallic = s.Metallic; | |
r.Smoothness = s.Smoothness; | |
r.Occlusion = s.Occlusion; | |
r.Alpha = s.Alpha; | |
return LightingStandard(r, viewDir, gi) ; | |
} | |
inline void LightingIridescence_GI(SurfaceOutputIridescence s, UnityGIInput data, inout UnityGI gi ) | |
{ | |
UNITY_GI(gi, s, data); | |
} | |
// 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_BUFFER_START(Props) | |
// put more per-instance properties here | |
UNITY_INSTANCING_BUFFER_END(Props) | |
void surf (Input IN, inout SurfaceOutputIridescence o) { | |
// Albedo comes from a texture tinted by color | |
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; | |
o.Albedo = c.rgb; | |
o.Normal = UnpackNormal(tex2D(_Normal, IN.uv_Normal)); | |
// Metallic and smoothness come from slider variables | |
o.Metallic = _Metallic; | |
o.Smoothness = _Glossiness; | |
o.Thickness = lerp(_ThicknessMin, _ThicknessMax, tex2D(_Thickness, IN.uv_Thickness).x); | |
o.Alpha = c.a; | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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