├── .gitattributes ├── .gitignore ├── .vsconfig ├── Assets ├── Materials.meta ├── Materials │ ├── Sample.meta │ └── Sample │ │ ├── BlueCube.mat │ │ ├── BlueCube.mat.meta │ │ ├── Cube.mat │ │ ├── Cube.mat.meta │ │ ├── Plane.mat │ │ ├── Plane.mat.meta │ │ ├── RedCube.mat │ │ ├── RedCube.mat.meta │ │ ├── Sphere.mat │ │ └── Sphere.mat.meta ├── Scenes.meta ├── Scenes │ ├── Sample.meta │ ├── Sample.unity │ ├── Sample.unity.meta │ └── Sample │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── ReflectionProbe-0.exr │ │ ├── ReflectionProbe-0.exr.meta │ │ ├── ReflectionProbe-1.exr │ │ ├── ReflectionProbe-1.exr.meta │ │ ├── Sample.asset │ │ └── Sample.asset.meta ├── Settings.meta ├── Settings │ ├── URP-HighFidelity-Renderer.asset │ ├── URP-HighFidelity-Renderer.asset.meta │ ├── URP-HighFidelity.asset │ ├── URP-HighFidelity.asset.meta │ ├── UniversalRenderPipelineGlobalSettings.asset │ └── UniversalRenderPipelineGlobalSettings.asset.meta ├── Shaders.meta └── Shaders │ ├── ScreenSpaceRefraction.meta │ └── ScreenSpaceRefraction │ ├── Refraction Lit.shadergraph │ ├── Refraction Lit.shadergraph.meta │ ├── Refraction.hlsl │ └── Refraction.hlsl.meta ├── Documentation ├── Documentation.md └── Images │ ├── ApproximatedSceneShape.jpg │ ├── Demo │ ├── DitheredTransparentShadow.jpg │ ├── RefractionInScene.gif │ └── Sample.jpg │ ├── EnableAlphaClipping.jpg │ ├── EnableDepthAndOpaqueTextures.png │ └── TransparentSurfaceType.jpg ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── BurstAotSettings_StandaloneWindows.json ├── ClusterInputManager.asset ├── CommonBurstAotSettings.json ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── ShaderGraphSettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset ├── XRSettings.asset └── boot.config └── README.md /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Recordings can get excessive in size 18 | /[Rr]ecordings/ 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | *.app 63 | 64 | # Crashlytics generated 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 15db0453701c60b459d0883e437072d1 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/ScreenSpaceRefraction.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a6889f936afa2d04ebeba45c05b725f6 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/ScreenSpaceRefraction/Refraction Lit.shadergraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6bb61e8f6e7da874797a71cc2dee1ec6 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} 11 | -------------------------------------------------------------------------------- /Assets/Shaders/ScreenSpaceRefraction/Refraction.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef URP_REFRACTION_HLSL 2 | #define URP_REFRACTION_HLSL 3 | 4 | #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Refraction.hlsl" 5 | 6 | void RefractionModelSphere_float(half3 viewDir, float3 position, half3 normal, half ior, half Thickness, out half rayDistance, out float3 rayPositionWS, out half3 rayDirWS) 7 | { 8 | RefractionModelResult refractedRay = RefractionModelSphere(viewDir, position, normal, ior, Thickness); 9 | 10 | rayDistance = refractedRay.dist; 11 | rayPositionWS = refractedRay.positionWS; 12 | rayDirWS = refractedRay.rayWS; 13 | } 14 | 15 | void RefractionModelBox_float(half3 viewDir, float3 position, half3 normal, half ior, half Thickness, out half rayDistance, out float3 rayPositionWS, out half3 rayDirWS) 16 | { 17 | RefractionModelResult refractedRay = RefractionModelBox(viewDir, position, normal, ior, Thickness); 18 | 19 | rayDistance = refractedRay.dist; 20 | rayPositionWS = refractedRay.positionWS; 21 | rayDirWS = refractedRay.rayWS; 22 | } 23 | 24 | void IsInScreenSpace_float(float2 refractUV, out bool isInScreenSpace) 25 | { 26 | if (refractUV.x > 0.0 && refractUV.y > 0.0 && refractUV.x < 1.0 && refractUV.y < 1.0) 27 | { 28 | isInScreenSpace = true; 29 | } 30 | else 31 | { 32 | isInScreenSpace = false; 33 | } 34 | } 35 | 36 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl" 37 | #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" 38 | 39 | half3 BoxProjectedDirection(half3 reflectVector, float3 positionWS, float3 probePosition, half3 boxMin, half3 boxMax) 40 | { 41 | float3 factors = ((reflectVector > 0 ? boxMax : boxMin) - positionWS) * rcp(reflectVector); 42 | float scalar = min(min(factors.x, factors.y), factors.z); 43 | half3 sampleVector = reflectVector * scalar + (positionWS - probePosition); 44 | return sampleVector; 45 | } 46 | 47 | // Forward+ Reflection Probe Atlas 48 | #if USE_FORWARD_PLUS 49 | 50 | // The name of ZBinBuffer is different between 2022.x and 2023.x 51 | #if UNITY_VERSION >= 202310 52 | #define URP_ZBins urp_ZBins 53 | #else 54 | #define urp_ZBins URP_ZBins 55 | #endif 56 | 57 | // used by Forward+ 58 | uint FindMainProbeInAtlas(half3 reflectVector, float3 positionWS, float2 normalizedScreenSpaceUV) 59 | { 60 | float totalWeight = 0.0f; 61 | float highestWeight = 0.0f; // Main Probe Weight 62 | uint mainIndex = 0; // Main Probe Index 63 | uint probeIndex; 64 | ClusterIterator it = ClusterInit(normalizedScreenSpaceUV, positionWS, 1); 65 | [loop] while (ClusterNext(it, probeIndex) && totalWeight < 0.99f && probeIndex <= 32 && highestWeight < 0.5f) // Exit if we find the main probe 66 | { 67 | probeIndex -= URP_FP_PROBES_BEGIN; 68 | 69 | float weight = CalculateProbeWeight(positionWS, urp_ReflProbes_BoxMin[probeIndex], urp_ReflProbes_BoxMax[probeIndex]); 70 | weight = min(weight, 1.0f - totalWeight); 71 | 72 | bool isHigher = weight > highestWeight; 73 | highestWeight = isHigher ? weight : highestWeight; 74 | mainIndex = isHigher ? probeIndex : mainIndex; 75 | } 76 | return mainIndex; 77 | } 78 | 79 | #endif // USE_FORWARD_PLUS 80 | 81 | void ScreenSpaceReflProbeRaycastRefraction_float(float3 rayPositionWS, half3 rayDirWS, float2 screenUV, out bool hitSuccessful, out float2 hitPositionNDC, out float3 hitPositionWS, out float4 hitPositionCS, out half3 probeColor) 82 | { 83 | // For Forward+ path, we use main probe (the one with highest weight) to project refraction direction. 84 | #if USE_FORWARD_PLUS 85 | uint probeIndex = FindMainProbeInAtlas(hitPositionWS, rayPositionWS, screenUV); 86 | 87 | // Reflection Probe position as the origin. (Not the capture position) 88 | float3 positionPS = rayPositionWS - urp_ReflProbes_ProbePosition[probeIndex].xyz; 89 | float3 dirPS = rayPositionWS; 90 | 91 | float projectionDistance = -1.0; 92 | // Check if the probe is box projected. 93 | // Catlike Coding's "Optional Projection" at https://catlikecoding.com/unity/tutorials/rendering/part-8/ 94 | UNITY_BRANCH 95 | if (urp_ReflProbes_ProbePosition[probeIndex].w > 0) // Box Projection Shape 96 | { 97 | projectionDistance = IntersectRayAABBSimple(positionPS, dirPS, urp_ReflProbes_BoxMin[probeIndex].xyz, urp_ReflProbes_BoxMax[probeIndex].xyz); 98 | } 99 | else // Infinite or Sphere Projection Shape 100 | { 101 | const float sphereOuterDistance = 32752; // Radius of sphere probe. // proxyExtents.x = 0.5f * Vector3.Max(-boxSizes[p], boxSizes[p]); 102 | projectionDistance = IntersectRaySphereSimple(positionPS, dirPS, sphereOuterDistance); 103 | projectionDistance = IsNaN(projectionDistance) ? -1.0f : projectionDistance; // Note that because we use IntersectRaySphereSimple, in case of a ill-set proxy, it could be that 104 | // the determinant in the ray-sphere intersection code ends up negative, leading to a NaN. 105 | // Rather than complicating the IntersectRaySphereSimple or switching to a more complex case, we cover that case this way. 106 | 107 | const float minProjectionDistance = 65504; // No Sphere Shape in current URP. 108 | projectionDistance = max(projectionDistance, minProjectionDistance); // Setup projection to infinite if requested (mean no projection shape) 109 | } 110 | 111 | hitPositionWS = rayPositionWS + rayDirWS * projectionDistance; 112 | hitPositionCS = ComputeClipSpacePosition(hitPositionWS, GetWorldToHClipMatrix()); 113 | float4 rayPositionCS = ComputeClipSpacePosition(rayPositionWS, GetWorldToHClipMatrix()); 114 | hitPositionNDC = ComputeNormalizedDeviceCoordinates(hitPositionWS, GetWorldToHClipMatrix()); 115 | 116 | hitSuccessful = hitPositionCS.w > 0; // Negative means that the hit is behind the camera 117 | 118 | probeColor = half3(0.0, 0.0, 0.0); 119 | #if defined(_RAYMISS_FALLBACK_REFLECTION_PROBES) 120 | // Box Projection 121 | half3 sampleVector = hitPositionWS; 122 | sampleVector = BoxProjectedDirection(hitPositionWS, rayPositionWS, urp_ReflProbes_ProbePosition[probeIndex].xyz, urp_ReflProbes_BoxMin[probeIndex].xyz, urp_ReflProbes_BoxMax[probeIndex].xyz); 123 | 124 | // Reflection Probe Mipmaps 125 | uint maxMip = (uint)abs(urp_ReflProbes_ProbePosition[probeIndex].w) - 1; 126 | half probeMip = min(0, maxMip); 127 | float2 uv = saturate(PackNormalOctQuadEncode(sampleVector) * 0.5 + 0.5); 128 | 129 | float mip0 = floor(probeMip); 130 | float4 scaleOffset0 = urp_ReflProbes_MipScaleOffset[probeIndex * 7 + (uint)mip0]; 131 | 132 | probeColor = SAMPLE_TEXTURE2D_LOD(urp_ReflProbes_Atlas, samplerurp_ReflProbes_Atlas, uv * scaleOffset0.xy + scaleOffset0.zw, 0).rgb; 133 | #endif 134 | #else 135 | // Current URP does not support Reflection Probe rotation. 136 | // This feature should be available in the future. 137 | /* 138 | float3 proxyRight = float3(1, 0, 0); // X-axis rotation, Column(0) of probeToWorld TRS matrix. 139 | 140 | float3 proxyUp = float3(0, 1, 0); // Y-axis rotation, Column(1) of probeToWorld TRS matrix. 141 | 142 | float3 proxyForward = float3(0, 0, 1); // Z-axis rotation, Column(2) of probeToWorld TRS matrix. 143 | 144 | float3x3 worldToReflProbe = transpose( 145 | float3x3( 146 | proxyRight, 147 | proxyUp, 148 | proxyForward 149 | ) 150 | ); // worldToLocal assume no scaling 151 | 152 | float3 dirPS = mul(rayPositionWS, worldToReflProbe).xyz; 153 | 154 | // Reflection Probe position as the origin. (Not the capture position) 155 | float3 positionPS = rayPositionWS - unity_SpecCube0_ProbePosition.xyz; 156 | positionPS = mul(positionPS, worldToReflProbe).xyz; 157 | */ 158 | 159 | // Reflection Probe position as the origin. (Not the capture position) 160 | float3 positionPS = rayPositionWS - unity_SpecCube0_ProbePosition.xyz; 161 | float3 dirPS = rayPositionWS; 162 | 163 | float projectionDistance = -1.0; 164 | // Check if the probe is box projected. 165 | // Catlike Coding's "Optional Projection" at https://catlikecoding.com/unity/tutorials/rendering/part-8/ 166 | UNITY_BRANCH 167 | if (unity_SpecCube0_ProbePosition.w > 0) // Box Projection Shape 168 | { 169 | projectionDistance = IntersectRayAABBSimple(positionPS, dirPS, unity_SpecCube0_BoxMin.xyz, unity_SpecCube0_BoxMax.xyz); 170 | } 171 | else // Infinite or Sphere Projection Shape 172 | { 173 | const float sphereOuterDistance = 32752; // Radius of sphere probe. // proxyExtents.x = 0.5f * Vector3.Max(-boxSizes[p], boxSizes[p]); 174 | projectionDistance = IntersectRaySphereSimple(positionPS, dirPS, sphereOuterDistance); 175 | projectionDistance = IsNaN(projectionDistance) ? -1.0f : projectionDistance; // Note that because we use IntersectRaySphereSimple, in case of a ill-set proxy, it could be that 176 | // the determinant in the ray-sphere intersection code ends up negative, leading to a NaN. 177 | // Rather than complicating the IntersectRaySphereSimple or switching to a more complex case, we cover that case this way. 178 | 179 | const float minProjectionDistance = 65504; // No Sphere Shape in current URP. 180 | projectionDistance = max(projectionDistance, minProjectionDistance); // Setup projection to infinite if requested (mean no projection shape) 181 | } 182 | 183 | hitPositionWS = rayPositionWS + rayDirWS * projectionDistance; 184 | hitPositionCS = ComputeClipSpacePosition(hitPositionWS, GetWorldToHClipMatrix()); 185 | float4 rayPositionCS = ComputeClipSpacePosition(rayPositionWS, GetWorldToHClipMatrix()); 186 | hitPositionNDC = ComputeNormalizedDeviceCoordinates(hitPositionWS, GetWorldToHClipMatrix()); 187 | 188 | hitSuccessful = hitPositionCS.w > 0; // Negative means that the hit is behind the camera 189 | 190 | probeColor = half3(0.0, 0.0, 0.0); 191 | 192 | #if defined(_RAYMISS_FALLBACK_REFLECTION_PROBES) 193 | half4 sampleRefl = half4(0.0, 0.0, 0.0, 0.0); 194 | UNITY_BRANCH 195 | if (unity_SpecCube0_ProbePosition.w > 0) // Box Projection Probe 196 | { 197 | float3 uvw = BoxProjectedDirection(hitPositionWS, rayPositionWS, unity_SpecCube0_ProbePosition.xyz, unity_SpecCube0_BoxMin.xyz, unity_SpecCube0_BoxMax.xyz); 198 | sampleRefl = SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0, uvw, 0); 199 | } 200 | else // Infinite Projection Probe 201 | { 202 | sampleRefl = SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0, SafeNormalize(hitPositionWS), 0); 203 | } 204 | probeColor = DecodeHDREnvironment(sampleRefl, unity_SpecCube0_HDR); 205 | #endif 206 | #endif // (USE_FORWARD_PLUS) 207 | } 208 | 209 | // Performs fading at the edge of the screen. 210 | void EdgeOfScreenFade_float(float2 screenUV, half fadeRcpLength, out half fadeFactor) 211 | { 212 | float2 coordCS = screenUV * 2 - 1; 213 | float2 t = Remap10(abs(coordCS.xy), fadeRcpLength, fadeRcpLength); 214 | fadeFactor = Smoothstep01(t.x) * Smoothstep01(t.y); 215 | } 216 | 217 | // Transparent dithered shadow. 218 | void IsMainLightShadow_half(out bool isMainLightShadow) 219 | { 220 | #if !defined (_CASTING_PUNCTUAL_LIGHT_SHADOW) 221 | isMainLightShadow = true; 222 | #else 223 | isMainLightShadow = false; 224 | #endif 225 | } 226 | 227 | // In case we set graph precision to single. 228 | void IsMainLightShadow_float(out bool isMainLightShadow) 229 | { 230 | IsMainLightShadow_half(isMainLightShadow); 231 | } 232 | 233 | #endif -------------------------------------------------------------------------------- /Assets/Shaders/ScreenSpaceRefraction/Refraction.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 66020984eabb92a46b987ed01a1043b3 3 | ShaderIncludeImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Documentation/Documentation.md: -------------------------------------------------------------------------------- 1 | Documentation 2 | ============= 3 | 4 | Global Setup 5 | ------------- 6 | 7 | UnityRefractionURP requires: 8 | 9 | - Depth Texture and Opaque Texture enabled. 10 | 11 | ![EnableDepthAndOpaqueTextures](https://github.com/jiaozi158/UnityRefractionURP/blob/main/Documentation/Images/EnableDepthAndOpaqueTextures.png) 12 | 13 | - Material Type set to Transparent. 14 | 15 | ![TransparentMaterialType](https://github.com/jiaozi158/UnityRefractionURP/blob/main/Documentation/Images/TransparentSurfaceType.jpg) 16 | 17 | - Material's Alpha Clipping enabled. (if enabling Dithered Transparent Shadow) 18 | 19 | ![EnableAlphaClipping](https://github.com/jiaozi158/UnityRefractionURP/blob/main/Documentation/Images/EnableAlphaClipping.jpg) 20 | 21 | Scene Setup 22 | ------------- 23 | 24 | UnityRefractionURP uses Reflection Probe to approximate the scene shape. 25 | 26 | ![ApproximatedSceneShape](https://github.com/jiaozi158/UnityRefractionURP/blob/main/Documentation/Images/ApproximatedSceneShape.jpg) 27 | 28 | In order to create more accurate refraction, it is suggested to: 29 | 30 | - Adjust the Reflection Probe Shape (Influence Volume) so that it better matches the scene. 31 | 32 | - Use Box Projected Reflection Probes. 33 | 34 | - Provide reasonable mesh thickness (diameter if Sphere Model) to material's Thickness parameter. (1 unit = 1 meter) 35 | 36 | Dithered Transparent Shadow 37 | ------------- 38 | 39 | It's suggested to use transparent shadow on URP 14 (Unity 2022.2) or above. ([with high PCF shadow sampling](https://github.com/Unity-Technologies/Graphics/blob/master/Packages/com.unity.render-pipelines.universal/CHANGELOG.md#added-1)) 40 | 41 | - Enable Alpha Clipping is a must. 42 | 43 | - Enable Soft Shadow is important. 44 | 45 | - This effect can be better under higher Soft Shadow quality. 46 | 47 | - This effect can be better under higher Shadow Resolution. 48 | 49 | - The effect of Approximate Thickness is not ideal on Additional Lights. 50 | 51 | Details 52 | ------------- 53 | 54 | For detailed explanation, please refer to [HDRP's refraction documentation](https://github.com/Unity-Technologies/Graphics/blob/5816fd03c02c7339c554271ee6a308475ea76aa3/com.unity.render-pipelines.high-definition/Documentation~/Refraction-in-HDRP.md). 55 | -------------------------------------------------------------------------------- /Documentation/Images/ApproximatedSceneShape.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/jiaozi158/UnityRefractionURP/c254dc633e545d230c8eb902cba30e184f046ebf/Documentation/Images/ApproximatedSceneShape.jpg -------------------------------------------------------------------------------- /Documentation/Images/Demo/DitheredTransparentShadow.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/jiaozi158/UnityRefractionURP/c254dc633e545d230c8eb902cba30e184f046ebf/Documentation/Images/Demo/DitheredTransparentShadow.jpg -------------------------------------------------------------------------------- /Documentation/Images/Demo/RefractionInScene.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/jiaozi158/UnityRefractionURP/c254dc633e545d230c8eb902cba30e184f046ebf/Documentation/Images/Demo/RefractionInScene.gif -------------------------------------------------------------------------------- /Documentation/Images/Demo/Sample.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/jiaozi158/UnityRefractionURP/c254dc633e545d230c8eb902cba30e184f046ebf/Documentation/Images/Demo/Sample.jpg -------------------------------------------------------------------------------- /Documentation/Images/EnableAlphaClipping.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/jiaozi158/UnityRefractionURP/c254dc633e545d230c8eb902cba30e184f046ebf/Documentation/Images/EnableAlphaClipping.jpg -------------------------------------------------------------------------------- /Documentation/Images/EnableDepthAndOpaqueTextures.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/jiaozi158/UnityRefractionURP/c254dc633e545d230c8eb902cba30e184f046ebf/Documentation/Images/EnableDepthAndOpaqueTextures.png -------------------------------------------------------------------------------- /Documentation/Images/TransparentSurfaceType.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/jiaozi158/UnityRefractionURP/c254dc633e545d230c8eb902cba30e184f046ebf/Documentation/Images/TransparentSurfaceType.jpg -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2022 jiaozi158 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.15.17", 4 | "com.unity.ide.rider": "3.0.14", 5 | "com.unity.ide.visualstudio": "2.0.15", 6 | "com.unity.ide.vscode": "1.2.5", 7 | "com.unity.recorder": "3.0.3", 8 | "com.unity.render-pipelines.universal": "12.1.7", 9 | "com.unity.test-framework": "1.1.31", 10 | "com.unity.textmeshpro": "3.0.6", 11 | "com.unity.timeline": "1.6.4", 12 | "com.unity.ugui": "1.0.0", 13 | "com.unity.visualscripting": "1.7.8", 14 | "com.unity.modules.ai": "1.0.0", 15 | 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-------------------------------------------------------------------------------- 1 | UnityRefractionURP 2 | ============= 3 | 4 | Refraction shader for Unity's URP (Universal Render Pipeline). 5 | 6 | Based on HDRP's ScreenSpaceRefraction. 7 | 8 | This shader is created in Shader Graph, so you can easily modify it to add more features. (ex. NormalMap) 9 | 10 | **Please read the Documentation and Requirements before using this repository.** 11 | 12 | Screenshots 13 | ------------ 14 | **(Sample)** 15 | 16 | ![Sample](https://github.com/jiaozi158/UnityRefractionURP/blob/main/Documentation/Images/Demo/Sample.jpg) 17 | 18 | ![RefractionInScene](https://github.com/jiaozi158/UnityRefractionURP/blob/main/Documentation/Images/Demo/RefractionInScene.gif) 19 | 20 | Dithered Transparent Shadows are available in URP 14 (Unity 2022.2) and above. ([with high PCF shadow sampling](https://github.com/Unity-Technologies/Graphics/blob/master/Packages/com.unity.render-pipelines.universal/CHANGELOG.md#added-1)) 21 | 22 | ![DitheredTransparentShadow](https://github.com/jiaozi158/UnityRefractionURP/blob/main/Documentation/Images/Demo/DitheredTransparentShadow.jpg) 23 | 24 | Documentation 25 | ------------ 26 | Please refer to [this](https://github.com/jiaozi158/UnityRefractionURP/blob/main/Documentation/Documentation.md). 27 | 28 | Requirements 29 | ------------ 30 | - URP 12.1 and above. (URP 14 if using Dithered Transparent Shadow) 31 | - Depth Texture Enabled in current URP Asset. 32 | - Opaque Texture Enabled in current URP Asset. 33 | - Set Material Type to Transparent. 34 | - Enable Alpha Clipping in material if using Dithered Transparent Shadow. 35 | - Perspective Camera (Orthographic Projection is not supported) 36 | 37 | Limitation 38 | ------------ 39 | - Will not handle recursive refraction. 40 | - Other transparent objects will not appear in refraction. 41 | - Does not support rough refraction. ([Color Pyramid](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.0/manual/Custom-Pass-buffers-pyramids.html) Custom Renderer Feature needed) 42 | - ~~Does not support transparent shadow. (Dithered Transparent Shadow in Shader Graph?)~~ **(Done)** 43 | - Will not support transparent colored shadow. 44 | 45 | License 46 | ------------ 47 | MIT ![MIT License](http://img.shields.io/badge/license-MIT-blue.svg?style=flat) --------------------------------------------------------------------------------