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82 lines
2.4 KiB
Plaintext
82 lines
2.4 KiB
Plaintext
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2 years ago
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Shader "Custom/FrostedGlass"
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{
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Properties
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{
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_FrostTex ("Fross Texture", 2D) = "white" {}
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_FrostIntensity ("Frost Intensity", Range(0.0, 1.0)) = 0.5
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_Color ("Color", Color) = (1,1,1,1)
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue" = "Transparent" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uvfrost : TEXCOORD0;
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float4 uvgrab : TEXCOORD1;
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float4 vertex : SV_POSITION;
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};
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sampler2D _FrostTex;
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float4 _FrostTex_ST;
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fixed4 _Color;
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float _FrostIntensity;
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sampler2D _GrabBlurTexture_0;
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sampler2D _GrabBlurTexture_1;
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sampler2D _GrabBlurTexture_2;
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sampler2D _GrabBlurTexture_3;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uvfrost = TRANSFORM_TEX(v.uv, _FrostTex);
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o.uvgrab = ComputeGrabScreenPos(o.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float surfSmooth = 1-tex2D(_FrostTex, i.uvfrost) * _FrostIntensity;
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surfSmooth = clamp(0, 1, surfSmooth);
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half4 refraction;
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half4 ref00 = tex2Dproj(_GrabBlurTexture_0, i.uvgrab);
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half4 ref01 = tex2Dproj(_GrabBlurTexture_1, i.uvgrab);
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half4 ref02 = tex2Dproj(_GrabBlurTexture_2, i.uvgrab);
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half4 ref03 = tex2Dproj(_GrabBlurTexture_3, i.uvgrab);
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float step00 = smoothstep(0.75, 1.00, surfSmooth);
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float step01 = smoothstep(0.5, 0.75, surfSmooth);
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float step02 = smoothstep(0.05, 0.5, surfSmooth);
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float step03 = smoothstep(0.00, 0.05, surfSmooth);
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refraction = lerp(ref03, lerp( lerp( lerp(ref03, ref02, step02), ref01, step01), ref00, step00), step03);
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return refraction*_Color;
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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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