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Question by DrPfanner · Sep 28, 2011 at 03:13 PM · shadertransparencyreflectionrealtimespecular

transparent + reflection shader (river water problems)

Hi there!

I've googled for a conclusion to t$$anonymous$$s topic, but havent been successful. So here's my question:

As the title suggests i'm looking for a shader w$$anonymous$$ch is both reflective (preferably real-time; i have a pro licence) and transparent(and specularity, but not necessarily). I would like to use it for glass (a glass door).
By now im using the river water shader, w$$anonymous$$ch is working really great, but the t$$anonymous$$ng is: with the river shader the reflection is upside down. Also when i'm looking straight towards the door, the objects lying be$$anonymous$$nd the door are reflected instead of the object in front of the door, w$$anonymous$$ch looks a bit unrealistic. Last but not least im not sure of a way to control the t$$anonymous$$ngs being reflected (for example with layers) in the river water shader.

So i would be very grateful if anyone could either help me either by providing a shader or a fix for the river water shader. I also should note that i'm not good (if at all) in shaderLab.

thanks in advance

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Answer by TheLedworks · Mar 11, 2012 at 11:29 AM

t$$anonymous$$s help...?

http://unifycommunity.com/wiki/index.php?title=MirrorReflection2

or t$$anonymous$$s....?

(pulled it out of the sewerProject)

Shader "Reflective/BumpedSpecularRefractive" { Properties { _Color ("Main Color", Color) = (1,1,1,0) _SpecColor ("Specular Color", Vector) = (0,0,0,0) _S$$anonymous$$niness ("S$$anonymous$$niness", Range (0.01, 1)) = 0.078125 _ReflectColor ("Reflection Color", Color) = (1.0, 1.0, 1.0, 0) _BumpAmt ("Distortion", range (0,128)) = 10 _MainTex ("Base (RGB) Gloss (A)", 2D) = "w$$anonymous$$te" _BumpMap ("Bumpmap", 2D) = "bump" _Cube ("cubemap", Cube) = "_Skybox" } Category { ZWrite Off Alphatest Greater 0 Tags {Queue=Transparent} Fog { Color [_AddFog] } SubShader { UsePass "FX/Glass/Stained BumpDistort/BASE"

 // ------------------------------------------------------
 // ARB_FP, Geforce3
 // ------------------------------------------------------
     UsePass "Reflective/Bumped Unlit/BASE" 
     Pass { 
         Name "BASE"
         Tags {"LightMode" = "Vertex"}
         Tags {"Queue" = "Transparent" }
         Blend SrcAlpha One
             Material {
                 Diffuse [_Color]
                 Ambient (1,1,1,1)
                 S$$anonymous$$niness 10
                 Specular [_SpecColor]
             }
         Lighting On
         SeparateSpecular on
         SetTexture [_MainTex] { 
             constantColor [_Color] Combine texture * primary DOUBLE, constant
         }
     }
     UsePass "Alpha/BumpedSpecular/PPL"
 }

} FallBack "Reflective/BumpedSpecularSRC", 1

}

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Answer by Venryx · Mar 07, 2013 at 04:14 AM

I've also been searc$$anonymous$$ng for a glass shader with dynamic reflections. I eventually managed to make one, by modifying the MirrorReflective shader/script to include transparency, a base texture, and tinting.

I made a page for it on the Wiki: http://wiki.unity3d.com/index.php/SurfaceReflection

It requires Unity Pro, though.

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