unity shader实现玻璃折射效果
本文实例为大家分享了unity shader实现玻璃折射的具体代码,供大家参考,具体内容如下
Shader "Unlit/render_reflect"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags {"Queue" = "Transparent" "RenderType"="Opaque" }
LOD 100
GrabPass{"_ScreenTex"}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _ScreenTex;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv2 = TRANSFORM_TEX(v.uv, _MainTex);
o.uv = ComputeGrabScreenPos(o.vertex);
//o.uv.x = 1 - o.uv.x;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
i.uv.xy += float2(0.1,0.1);
fixed4 fra = tex2D(_ScreenTex, i.uv.xy/i.uv.w);
fixed4 fle = tex2D(_MainTex, i.uv2);
// apply fog
return lerp(fra, fle, 0.2);
}
ENDCG
}
}
}
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