아래 처럼 따로 URP 셋팅을 해준 상태에서
LayerMask 는 외곡되는 오브젝트의 Layer 을 포함되면 안된다.
Shader "Unlit/Temp"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Refraction ("Refraction", float) = 1
}
SubShader
{
Tags {
"RenderPipeline" = "UniversalPipeline"
//"RenderType"="Opaque"
"RenderType"="Transparent"
// "Queue"="Geometry+0"
"Queue"="Transparent"
}
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
LOD 100
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 baseUV : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
UNITY_INSTANCING_BUFFER_START(UnityPerMaterial)
UNITY_DEFINE_INSTANCED_PROP(float4, _MainTex_ST)
UNITY_DEFINE_INSTANCED_PROP(float4, _BaseColor)
float _Refraction;
UNITY_INSTANCING_BUFFER_END(UnityPerMaterial)
float3 UnpackNormalmapRGorAG(float4 packednormal)
{
// This do the trick
packednormal.x *= packednormal.w;
float3 normal;
normal.xy = packednormal.xy * 2 - 1;
normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
return normal;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = TransformObjectToHClip(v.vertex);
float4 baseST = UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MainTex_ST);
o.uv = v.baseUV * baseST.xy + baseST.zw;
o.screenPos = ComputeScreenPos(o.vertex);
return o;
}
half4 frag(v2f input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
float4 baseMapRGBA = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
float3 NormalColor = UnpackNormalmapRGorAG(baseMapRGBA) * _Refraction;
float4 color = float4(1,1,1,1);
color.rgb = SampleSceneColor(input.screenPos.xy + (NormalColor.xy));
return color;
}
ENDHLSL
}
}
}