359 lines
9.4 KiB
GLSL
359 lines
9.4 KiB
GLSL
Shader "Hidden/FresnelNode"
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{
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Properties
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{
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_A ("_Normal", 2D) = "white" {}
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_B ("_Bias", 2D) = "white" {}
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_C ("_Scale", 2D) = "white" {}
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_D ("_Power", 2D) = "white" {}
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_E ("_View", 2D) = "white" {}
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}
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SubShader
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{
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Pass //not connected world
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{
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert_img
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#pragma fragment frag
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//sampler2D _A;
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sampler2D _B;
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sampler2D _C;
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sampler2D _D;
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int _FresnelType;
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float4 frag(v2f_img i) : SV_Target
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{
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float b = tex2D( _B, i.uv ).r;
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float s = tex2D( _C, i.uv ).r;
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float pw = tex2D( _D, i.uv ).r;
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float2 xy = 2 * i.uv - 1;
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float z = -sqrt(1-saturate(dot(xy,xy)));
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float3 vertexPos = float3(xy, z);
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float3 worldNormal = normalize(float3(xy, z));
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float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
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float fresnel = 0;
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if(_FresnelType == 0)
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fresnel = (b + s*pow(1 - dot( worldNormal, worldViewDir ) , pw));
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else if(_FresnelType == 1)
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fresnel = (b + (1-b) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
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else if(_FresnelType == 2)
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{
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float f0 = pow((1-s)/(1+s),2);
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fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
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}
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return fresnel;
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}
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ENDCG
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}
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Pass //connected world
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{
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert_img
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#pragma fragment frag
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sampler2D _A;
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sampler2D _B;
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sampler2D _C;
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sampler2D _D;
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int _FresnelType;
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float4 frag(v2f_img i) : SV_Target
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{
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float b = tex2D( _B, i.uv ).r;
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float s = tex2D( _C, i.uv ).r;
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float pw = tex2D( _D, i.uv ).r;
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float2 xy = 2 * i.uv - 1;
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float z = -sqrt(1-saturate(dot(xy,xy)));
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float3 vertexPos = float3(xy, z);
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float3 worldNormal = tex2D( _A, i.uv );
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float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
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float fresnel = 0;
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if(_FresnelType == 0)
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fresnel = (b + s*pow(1 - dot( worldNormal, worldViewDir ) , pw));
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else if(_FresnelType == 1)
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fresnel = (b + (1-b) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
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else if(_FresnelType == 2)
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{
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float f0 = pow((1-s)/(1+s),2);
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fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
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}
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return fresnel;
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}
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ENDCG
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}
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Pass //connected tangent
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{
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert_img
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#pragma fragment frag
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sampler2D _A;
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sampler2D _B;
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sampler2D _C;
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sampler2D _D;
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int _FresnelType;
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float4 frag(v2f_img i) : SV_Target
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{
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float b = tex2D( _B, i.uv ).r;
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float s = tex2D( _C, i.uv ).r;
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float pw = tex2D( _D, i.uv ).r;
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float2 xy = 2 * i.uv - 1;
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float z = -sqrt(1-saturate(dot(xy,xy)));
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float3 vertexPos = float3(xy, z);
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float3 worldNormal = normalize(float3(xy, z));
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float3 tangent = normalize(float3( -z, xy.y*0.01, xy.x ));
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float3 worldPos = mul(unity_ObjectToWorld, float4(vertexPos,1)).xyz;
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float3 worldTangent = UnityObjectToWorldDir(tangent);
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float tangentSign = -1;
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float3 worldBinormal = normalize( cross(worldNormal, worldTangent) * tangentSign);
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float4 tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
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float4 tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
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float4 tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
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float2 sphereUVs = i.uv;
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sphereUVs.x = (atan2(vertexPos.x, -vertexPos.z) / (UNITY_PI) + 0.5);
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float3 tangentNormal = tex2D(_A, sphereUVs).xyz;
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worldNormal = fixed3( dot( tSpace0.xyz, tangentNormal ), dot( tSpace1.xyz, tangentNormal ), dot( tSpace2.xyz, tangentNormal ) );
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float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
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float fresnel = 0;
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if(_FresnelType == 0)
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fresnel = (b + s*pow(1 - dot( worldNormal, worldViewDir ) , pw));
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else if(_FresnelType == 1)
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fresnel = (b + (1-b) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
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else if(_FresnelType == 2)
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{
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float f0 = pow((1-s)/(1+s),2);
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fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
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}
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return fresnel;
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}
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ENDCG
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}
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Pass //not connected half vector
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{
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert_img
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#pragma fragment frag
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//sampler2D _A;
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sampler2D _B;
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sampler2D _C;
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sampler2D _D;
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int _FresnelType;
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float4 _EditorWorldLightPos;
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float4 frag(v2f_img i) : SV_Target
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{
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float b = tex2D( _B, i.uv ).r;
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float s = tex2D( _C, i.uv ).r;
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float pw = tex2D( _D, i.uv ).r;
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float2 xy = 2 * i.uv - 1;
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float z = -sqrt(1-(dot(xy,xy)));
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float3 vertexPos = normalize(float3(xy, z));
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float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
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float3 lightDir = normalize( _EditorWorldLightPos.xyz );
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float3 halfVector = normalize(worldViewDir+lightDir);
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float fresnel = 0;
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if(_FresnelType == 0)
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fresnel = (b + s*pow(1 - dot( halfVector, worldViewDir ) , pw));
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else if(_FresnelType == 1)
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fresnel = (b + (1-b) * pow(1 - dot( halfVector, worldViewDir ) , 5));
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else if(_FresnelType == 2)
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{
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float f0 = pow((1-s)/(1+s),2);
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fresnel = (f0 + (1-f0) * pow(1 - dot( halfVector, worldViewDir ) , 5));
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}
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return fresnel;
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}
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ENDCG
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}
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Pass //connected both
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{
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert_img
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#pragma fragment frag
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sampler2D _A;
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sampler2D _B;
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sampler2D _C;
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sampler2D _D;
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sampler2D _E;
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int _FresnelType;
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float4 frag(v2f_img i) : SV_Target
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{
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float b = tex2D( _B, i.uv ).r;
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float s = tex2D( _C, i.uv ).r;
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float pw = tex2D( _D, i.uv ).r;
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float2 xy = 2 * i.uv - 1;
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float z = -sqrt(1-saturate(dot(xy,xy)));
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float3 vertexPos = float3(xy, z);
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float3 worldNormal = tex2D( _A, i.uv );
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float3 worldViewDir = tex2D( _E, i.uv );;
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float fresnel = 0;
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if(_FresnelType == 0)
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fresnel = (b + s*pow(1 - dot( worldNormal, worldViewDir ) , pw));
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else if(_FresnelType == 1)
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fresnel = (b + (1-b) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
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else if(_FresnelType == 2)
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{
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float f0 = pow((1-s)/(1+s),2);
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fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
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}
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return fresnel;
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}
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ENDCG
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}
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Pass //not connected world and light
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{
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert_img
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#pragma fragment frag
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//sampler2D _A;
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sampler2D _B;
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sampler2D _C;
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sampler2D _D;
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int _FresnelType;
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float4 _EditorWorldLightPos;
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float4 frag(v2f_img i) : SV_Target
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{
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float b = tex2D( _B, i.uv ).r;
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float s = tex2D( _C, i.uv ).r;
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float pw = tex2D( _D, i.uv ).r;
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float2 xy = 2 * i.uv - 1;
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float z = -sqrt(1-(dot(xy,xy)));
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float3 vertexPos = normalize(float3(xy, z));
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float3 normal = normalize(vertexPos);
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float3 worldNormal = UnityObjectToWorldNormal(normal);
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float3 lightDir = normalize( _EditorWorldLightPos.xyz );
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float fresnel = 0;
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if(_FresnelType == 0)
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fresnel = (b + s*pow(1 - dot( worldNormal, lightDir ) , pw));
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else if(_FresnelType == 1)
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fresnel = (b + (1-b) * pow(1 - dot( worldNormal, lightDir ) , 5));
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else if(_FresnelType == 2)
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{
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float f0 = pow((1-s)/(1+s),2);
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fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, lightDir ) , 5));
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}
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return fresnel;
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}
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ENDCG
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}
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Pass //connected view
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{
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert_img
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#pragma fragment frag
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sampler2D _A;
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sampler2D _B;
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sampler2D _C;
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sampler2D _D;
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sampler2D _E;
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int _FresnelType;
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float4 frag(v2f_img i) : SV_Target
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{
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float b = tex2D( _B, i.uv ).r;
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float s = tex2D( _C, i.uv ).r;
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float pw = tex2D( _D, i.uv ).r;
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float2 xy = 2 * i.uv - 1;
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float z = -sqrt(1-saturate(dot(xy,xy)));
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float3 vertexPos = float3(xy, z);
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float3 normal = normalize(vertexPos);
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float3 worldNormal = UnityObjectToWorldNormal(normal);
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float3 worldViewDir = tex2D( _E, i.uv );
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float fresnel = 0;
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if(_FresnelType == 0)
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fresnel = (b + s*pow(1 - dot( worldNormal, worldViewDir ) , pw));
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else if(_FresnelType == 1)
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fresnel = (b + (1-b) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
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else if(_FresnelType == 2)
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{
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float f0 = pow((1-s)/(1+s),2);
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fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
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}
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return fresnel;
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}
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ENDCG
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}
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Pass //not connected half vector with connected view
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{
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert_img
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#pragma fragment frag
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//sampler2D _A;
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sampler2D _B;
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sampler2D _C;
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sampler2D _D;
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sampler2D _E;
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int _FresnelType;
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float4 _EditorWorldLightPos;
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float4 frag(v2f_img i) : SV_Target
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{
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float b = tex2D( _B, i.uv ).r;
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float s = tex2D( _C, i.uv ).r;
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float pw = tex2D( _D, i.uv ).r;
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float2 xy = 2 * i.uv - 1;
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float z = -sqrt(1-(dot(xy,xy)));
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float3 vertexPos = normalize(float3(xy, z));
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float3 worldViewDir = tex2D( _E, i.uv );
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float3 lightDir = normalize( _EditorWorldLightPos.xyz );
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float3 halfVector = normalize(worldViewDir+lightDir);
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float fresnel = 0;
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if(_FresnelType == 0)
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fresnel = (b + s*pow(1 - dot( halfVector, worldViewDir ) , pw));
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else if(_FresnelType == 1)
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fresnel = (b + (1-b) * pow(1 - dot( halfVector, worldViewDir ) , 5));
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else if(_FresnelType == 2)
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{
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float f0 = pow((1-s)/(1+s),2);
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fresnel = (f0 + (1-f0) * pow(1 - dot( halfVector, worldViewDir ) , 5));
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}
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return fresnel;
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}
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ENDCG
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}
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}
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}
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