【OpenGL】Shader实例分析(十)- 钻石效果

好久没有写文章了,赶紧补几篇。最近研究了一个玻璃折射的效果(用在钻石上),虽然没有达到最满意的效果,还是先分享出来,待以后有更好的想法再补充。

先看效果吧:

【OpenGL】Shader实例分析(十)- 钻石效果_第1张图片

这里面有两个效果,左边是unity的免费插件Gem Shader,右边的是我自己实现的,我将分别介绍这两个效果的实现方法。

一、知识补充:

钻石的图片:

【OpenGL】Shader实例分析(十)- 钻石效果_第2张图片【OpenGL】Shader实例分析(十)- 钻石效果_第3张图片


两个shader都使用了CubeMap...

Shader "FX/Diamond"
{
	Properties {
		_Color ("Color", Color) = (1,1,1,1)
		_ReflectTex ("Reflection Texture", Cube) = "dummy.jpg" {
			TexGen CubeReflect
		}
		_RefractTex ("Refraction Texture", Cube) = "dummy.jpg" {
			TexGen CubeReflect
		}
	}	
	SubShader {
		Tags {
			"Queue" = "Transparent"
		}
		// First pass - here we render the backfaces of the diamonds. Since those diamonds are more-or-less
		// convex objects, this is effectively rendering the inside of them
		Pass {
			Color (0,0,0,0)
			Offset  -1, -1
			Cull Front
			ZWrite Off
			SetTexture [_RefractTex] {
				constantColor [_Color]
				combine texture * constant, primary
			}
			SetTexture [_ReflectTex] {
				combine previous, previous +- texture
			}
		}

		// Second pass - here we render the front faces of the diamonds.
		Pass {
			Fog { Color (0,0,0,0)}
			ZWrite on
			Blend One One
			SetTexture [_RefractTex] {
				constantColor [_Color]
				combine texture * constant
			}
			SetTexture [_ReflectTex] {
				combine texture + previous, previous +- texture
			}
		}
	}

	// Older cards. Here we remove the bright specular highlight
	SubShader {
		// First pass - here we render the backfaces of the diamonds. Since those diamonds are more-or-less
		// convex objects, this is effectively rendering the inside of them
		Pass {
			Color (0,0,0,0)
			Cull Front
			SetTexture [_RefractTex] {
				constantColor [_Color]
				combine texture * constant, primary
			}
		}

		// Second pass - here we render the front faces of the diamonds.
		Pass {
			Fog { Color (0,0,0,0)}
			ZWrite off
			Blend One One
			SetTexture [_RefractTex] {
				constantColor [_Color]
				combine texture * constant
			}
		}
	}

	// Ancient cards without cubemapping support
	// We could use a 2D refletction texture, but the chances of getting one of these cards are slim, so we won't bother.
	SubShader {
		Pass {
			Color [_Color]
		}
	}
}

Shader "stalendp/myDiamondShader" {
	Properties {
		_Color ("Color", Color) = (1,1,1,1)
		_ReflectTex ("Reflection Texture", Cube) = "" { }
		_RefractTex ("Refraction Texture", Cube) = "" { }
	}	
	CGINCLUDE  
        #include "UnityCG.cginc"             
        
        fixed4 _Color;  
        samplerCUBE _RefractTex;    
        samplerCUBE _ReflectTex;       
        
        struct v2f {      
            half4 pos:SV_POSITION;      
            half3 Reflect : TEXCOORD0;     
        	half3 RefractR : TEXCOORD1;
        	half3 RefractG : TEXCOORD2;
        	half3 RefractB : TEXCOORD3;
        	half Ratio : TEXCOORD4;
        };    
    
        v2f vert(appdata_full v) {    
			
			float EtaR = 0.65;
			float EtaG = 0.67;
			float EtaB = 0.69;
			float FresnelPower = 5.0;
			float F = ((1.0-EtaG) * (1.0-EtaG)) / ((1.0+EtaG) * (1.0+EtaG));
			
			float3 i = -normalize(ObjSpaceViewDir(v.vertex)); 
			float3 n = normalize(v.normal); // ??????
			
			v2f o;
			o.Ratio = F + (1.0 - F) * pow((1.0 - dot(-i, n)), FresnelPower) ;
			o.RefractR = refract(i, n, EtaR);
			o.RefractG = refract(i, n, EtaG);
			o.RefractB = refract(i, n, EtaB);
			o.Reflect = reflect(i, n);
			o.pos = mul (UNITY_MATRIX_MVP, v.vertex);	
	       		
            return o;    
        }    
    
        fixed4 frag(v2f i) : COLOR0 {  
        	float3 refractColor, reflectColor;
        	
        	refractColor.r = float3(texCUBE(_RefractTex, i.RefractR)).r;
        	refractColor.g = float3(texCUBE(_RefractTex, i.RefractG)).g;
        	refractColor.b = float3(texCUBE(_RefractTex, i.RefractB)).b;
        	reflectColor = float3(texCUBE(_ReflectTex, i.Reflect));
        	
           	return  2*_Color * pow(fixed4(lerp( _Color * refractColor * 5, reflectColor * 2, i.Ratio), 1), 1.8);
        }    
    ENDCG      
    
    SubShader {     
        Pass {      
            CGPROGRAM      
            #pragma vertex vert      
            #pragma fragment frag      
            #pragma fragmentoption ARB_precision_hint_fastest       
    
            ENDCG      
        }  
    }  
    FallBack Off    
}  
关键词: diamond、crystal、glass、refraction、cubeMap、钻石、水晶、玻璃、折射
参考资料:

1. CubeMap技术相关:http://docs.unity3d.com/Manual/SL-ImplementingTexGen.html

2.[GPU Gems]Environment Mapping Techniques:http://http.developer.nvidia.com/CgTutorial/cg_tutorial_chapter07.html

3.《OpenGL Shading Language 3rd edition》14.1 Refraction :  https://www.scss.tcd.ie/Michael.Manzke/CS7055/GLSL/GLSL-3rdEd-refraction.pdf

4.[GPU Gems]Generic Refraction Simulation:http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter19.html

5. 某个大学的ppt: http://users.ece.gatech.edu/lanterma/mpg08/mpglecture13f08_4up.pdf

6. Fresnel原理:http://www.3drender.com/glossary/fresneleffect.htm

7. AMD关于diamond算法的文章:http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Gosselin_Gem.pdf

8. CG Shaders - Cubemap Refraction: http://www.artisticexperiments.com/cg-shaders/cg-shaders-cubemap-refraction

9. 水滴折射效果:http://wiki.unity3d.com/index.php?title=RefractionEffect

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