1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
|
Shader "Hidden/FresnelNode"
{
Properties
{
_A ("_Normal", 2D) = "white" {}
_B ("_Bias", 2D) = "white" {}
_C ("_Scale", 2D) = "white" {}
_D ("_Power", 2D) = "white" {}
_E ("_View", 2D) = "white" {}
}
SubShader
{
Pass //not connected world
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
//sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
int _FresnelType;
float4 frag(v2f_img i) : SV_Target
{
float b = tex2D( _B, i.uv ).r;
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 worldNormal = normalize(float3(xy, z));
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
float fresnel = 0;
if(_FresnelType == 0)
fresnel = (b + s*pow(1 - dot( worldNormal, worldViewDir ) , pw));
else if(_FresnelType == 1)
fresnel = (b + (1-b) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
else if(_FresnelType == 2)
{
float f0 = pow((1-s)/(1+s),2);
fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
}
return fresnel;
}
ENDCG
}
Pass //connected world
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
int _FresnelType;
float4 frag(v2f_img i) : SV_Target
{
float b = tex2D( _B, i.uv ).r;
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 worldNormal = tex2D( _A, i.uv );
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
float fresnel = 0;
if(_FresnelType == 0)
fresnel = (b + s*pow(1 - dot( worldNormal, worldViewDir ) , pw));
else if(_FresnelType == 1)
fresnel = (b + (1-b) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
else if(_FresnelType == 2)
{
float f0 = pow((1-s)/(1+s),2);
fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
}
return fresnel;
}
ENDCG
}
Pass //connected tangent
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
int _FresnelType;
float4 frag(v2f_img i) : SV_Target
{
float b = tex2D( _B, i.uv ).r;
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 worldNormal = normalize(float3(xy, z));
float3 tangent = normalize(float3( -z, xy.y*0.01, xy.x ));
float3 worldPos = mul(unity_ObjectToWorld, float4(vertexPos,1)).xyz;
float3 worldTangent = UnityObjectToWorldDir(tangent);
float tangentSign = -1;
float3 worldBinormal = normalize( cross(worldNormal, worldTangent) * tangentSign);
float4 tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
float4 tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
float4 tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
float2 sphereUVs = i.uv;
sphereUVs.x = (atan2(vertexPos.x, -vertexPos.z) / (UNITY_PI) + 0.5);
float3 tangentNormal = tex2D(_A, sphereUVs).xyz;
worldNormal = fixed3( dot( tSpace0.xyz, tangentNormal ), dot( tSpace1.xyz, tangentNormal ), dot( tSpace2.xyz, tangentNormal ) );
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
float fresnel = 0;
if(_FresnelType == 0)
fresnel = (b + s*pow(1 - dot( worldNormal, worldViewDir ) , pw));
else if(_FresnelType == 1)
fresnel = (b + (1-b) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
else if(_FresnelType == 2)
{
float f0 = pow((1-s)/(1+s),2);
fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
}
return fresnel;
}
ENDCG
}
Pass //not connected half vector
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
//sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
int _FresnelType;
float4 _EditorWorldLightPos;
float4 frag(v2f_img i) : SV_Target
{
float b = tex2D( _B, i.uv ).r;
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-(dot(xy,xy)));
float3 vertexPos = normalize(float3(xy, z));
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
float3 lightDir = normalize( _EditorWorldLightPos.xyz );
float3 halfVector = normalize(worldViewDir+lightDir);
float fresnel = 0;
if(_FresnelType == 0)
fresnel = (b + s*pow(1 - dot( halfVector, worldViewDir ) , pw));
else if(_FresnelType == 1)
fresnel = (b + (1-b) * pow(1 - dot( halfVector, worldViewDir ) , 5));
else if(_FresnelType == 2)
{
float f0 = pow((1-s)/(1+s),2);
fresnel = (f0 + (1-f0) * pow(1 - dot( halfVector, worldViewDir ) , 5));
}
return fresnel;
}
ENDCG
}
Pass //connected both
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
sampler2D _E;
int _FresnelType;
float4 frag(v2f_img i) : SV_Target
{
float b = tex2D( _B, i.uv ).r;
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 worldNormal = tex2D( _A, i.uv );
float3 worldViewDir = tex2D( _E, i.uv );;
float fresnel = 0;
if(_FresnelType == 0)
fresnel = (b + s*pow(1 - dot( worldNormal, worldViewDir ) , pw));
else if(_FresnelType == 1)
fresnel = (b + (1-b) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
else if(_FresnelType == 2)
{
float f0 = pow((1-s)/(1+s),2);
fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
}
return fresnel;
}
ENDCG
}
Pass //not connected world and light
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
//sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
int _FresnelType;
float4 _EditorWorldLightPos;
float4 frag(v2f_img i) : SV_Target
{
float b = tex2D( _B, i.uv ).r;
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-(dot(xy,xy)));
float3 vertexPos = normalize(float3(xy, z));
float3 normal = normalize(vertexPos);
float3 worldNormal = UnityObjectToWorldNormal(normal);
float3 lightDir = normalize( _EditorWorldLightPos.xyz );
float fresnel = 0;
if(_FresnelType == 0)
fresnel = (b + s*pow(1 - dot( worldNormal, lightDir ) , pw));
else if(_FresnelType == 1)
fresnel = (b + (1-b) * pow(1 - dot( worldNormal, lightDir ) , 5));
else if(_FresnelType == 2)
{
float f0 = pow((1-s)/(1+s),2);
fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, lightDir ) , 5));
}
return fresnel;
}
ENDCG
}
Pass //connected view
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
sampler2D _E;
int _FresnelType;
float4 frag(v2f_img i) : SV_Target
{
float b = tex2D( _B, i.uv ).r;
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 normal = normalize(vertexPos);
float3 worldNormal = UnityObjectToWorldNormal(normal);
float3 worldViewDir = tex2D( _E, i.uv );
float fresnel = 0;
if(_FresnelType == 0)
fresnel = (b + s*pow(1 - dot( worldNormal, worldViewDir ) , pw));
else if(_FresnelType == 1)
fresnel = (b + (1-b) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
else if(_FresnelType == 2)
{
float f0 = pow((1-s)/(1+s),2);
fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, worldViewDir ) , 5));
}
return fresnel;
}
ENDCG
}
Pass //not connected half vector with connected view
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
//sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
sampler2D _E;
int _FresnelType;
float4 _EditorWorldLightPos;
float4 frag(v2f_img i) : SV_Target
{
float b = tex2D( _B, i.uv ).r;
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-(dot(xy,xy)));
float3 vertexPos = normalize(float3(xy, z));
float3 worldViewDir = tex2D( _E, i.uv );
float3 lightDir = normalize( _EditorWorldLightPos.xyz );
float3 halfVector = normalize(worldViewDir+lightDir);
float fresnel = 0;
if(_FresnelType == 0)
fresnel = (b + s*pow(1 - dot( halfVector, worldViewDir ) , pw));
else if(_FresnelType == 1)
fresnel = (b + (1-b) * pow(1 - dot( halfVector, worldViewDir ) , 5));
else if(_FresnelType == 2)
{
float f0 = pow((1-s)/(1+s),2);
fresnel = (f0 + (1-f0) * pow(1 - dot( halfVector, worldViewDir ) , 5));
}
return fresnel;
}
ENDCG
}
}
}
|