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Shader "Tutorial/012_Fresnel" {
//show values to edit in inspector
Properties {
_Color ("Tint", Color) = (0, 0, 0, 1)
_MainTex ("Texture", 2D) = "white" {}
_Smoothness ("Smoothness", Range(0, 1)) = 0
_Metallic ("Metalness", Range(0, 1)) = 0
[HDR] _Emission ("Emission", color) = (0,0,0)
_FresnelColor ("Fresnel Color", Color) = (1,1,1,1)
[PowerSlider(4)] _FresnelExponent ("Fresnel Exponent", Range(0.25, 4)) = 1
}
SubShader {
//the material is completely non-transparent and is rendered at the same time as the other opaque geometry
Tags{ "RenderType"="Opaque" "Queue"="Geometry"}
CGPROGRAM
//the shader is a surface shader, meaning that it will be extended by unity in the background to have fancy lighting and other features
//our surface shader function is called surf and we use the standard lighting model, which means PBR lighting
//fullforwardshadows makes sure unity adds the shadow passes the shader might need
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
fixed4 _Color;
half _Smoothness;
half _Metallic;
half3 _Emission;
float3 _FresnelColor;
float _FresnelExponent;
//input struct which is automatically filled by unity
struct Input {
float2 uv_MainTex;
float3 worldNormal;
float3 viewDir;
INTERNAL_DATA
};
//the surface shader function which sets parameters the lighting function then uses
void surf (Input i, inout SurfaceOutputStandard o) {
//sample and tint albedo texture
fixed4 col = tex2D(_MainTex, i.uv_MainTex);
col *= _Color;
o.Albedo = col.rgb;
//just apply the values for metalness and smoothness
o.Metallic = _Metallic;
o.Smoothness = _Smoothness;
//get the dot product between the normal and the view direction
float fresnel = dot(i.worldNormal, i.viewDir);
//invert the fresnel so the big values are on the outside
fresnel = saturate(1 - fresnel);
//raise the fresnel value to the exponents power to be able to adjust it
fresnel = pow(fresnel, _FresnelExponent);
//combine the fresnel value with a color
float3 fresnelColor = fresnel * _FresnelColor;
//apply the fresnel value to the emission
o.Emission = _Emission + fresnelColor;
}
ENDCG
}
FallBack "Standard"
}