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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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