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March 10, 2023 23:25
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a minimum Snell's window shader
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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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