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