Но тестировал без текстур, так что может работать не так как ожидалось
Shader "Custom/Glass" {
Properties {
_Environment ("Environment Cubemap", Cube) = "" { TexGen CubeReflect }
_Rainbow ("Rainbow", 2D) = "white" {}
_RefractionScale ("Refraction Scale", Range(0,1)) = 1.0
_RainbowScale ("Rainbow Scale", Range(0,1)) = 0.2
_RainbowSpread ("Rainbow Spread", Range(0,3)) = 0.18
_Color("Main Color", Color) = (0.72, 0.70, 0.76, 1.00)
_Ambient("Ambient", Range(0,1)) = 0.2
_IndexOfRefractionRatio ("Index Of Refraction Ratio", Range(0,2)) = 1.14
_ReflectionScale ("Reflection Scale", Range(0,1)) = 1.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert alpha
samplerCUBE _Environment;
sampler2D _Rainbow;
float _RefractionScale;
float _RainbowScale;
float _RainbowSpread;
float4 _Color;
float _Ambient;
float _IndexOfRefractionRatio;
float _ReflectionScale;
struct Input {
float2 uv_MainTex;
float3 viewDir;
};
void surf (Input IN, inout SurfaceOutput o) {
// Look up the reflection
float3 reflVec = reflect(-IN.viewDir, o.Normal);
float4 reflection = texCUBE(_Environment, IN.viewDir);
// We'll use Snell's refraction law:
// n * sin(theta ) = n * sin(theta )
// i i r r
// sin(theta )
// i
float cosine = dot(IN.viewDir, o.Normal);
float sine = sqrt(1 - cosine * cosine);
// sin(theta )
// r
float sine2 = saturate(_IndexOfRefractionRatio * sine);
float cosine2 = sqrt(1 - sine2 * sine2);
// Out of the sine and cosine of the angle between the
// refraction vector and the normal we can construct the
// refraction vector itself given two base vectors.
// These two base vectors are the negative normal and
// a tangent vector along the path of the incoming vector
// relative to the surface.
float3 x = -o.Normal;
float3 y = normalize(cross(cross(IN.viewDir, o.Normal), o.Normal));
// Refraction
float3 refrVec = x * cosine2 + y * sine2;
float4 refraction = texCUBE(_Environment, reflVec);
// Colors refract differently and the difference is more
// visible the stronger the refraction. We'll fake this
// effect by adding some rainbowish colors accordingly.
float4 rainbow = tex2D(_Rainbow, float2(pow(cosine, _RainbowSpread),0));
float4 rain = _RainbowScale * rainbow * _Color;
float4 refl = _ReflectionScale * reflection;
float4 refr = _RefractionScale * refraction * _Color;
// There is more light reflected at sharp angles and less
// light refracted. There is more color separation of refracted
// light at sharper angles
half4 c = sine * refl + (1 - sine2) * refr + sine2 * rain + _Ambient;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}