Shader "Gleechi/Glass" { Properties { [NOSCALEOFFSET] _diffuse_HDR("diffuse map", Cube) = "white" {} } SubShader { Tags { "RenderType" = "Transparent" "Queue"= "Transparent"} LOD 100 Pass { //Cull Off ZWrite Off Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float3 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; float3 normal : NORMAL; float3 color : COLOR; float alpha : TEXCOORD; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; samplerCUBE _diffuse_HDR; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); float3 viewDir = normalize(ObjSpaceViewDir(v.vertex)); float f = 1 - saturate(dot(normalize(v.normal), viewDir) / 100); o.alpha = lerp(0, 1.34, pow(f, 177)); o.normal = UnityObjectToWorldNormal(v.normal); float3 wsViewDir = WorldSpaceViewDir(float4 (v.vertex.xyz,1)); o.normal = reflect(-wsViewDir, o.normal); o.color = v.color; return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = fixed4(i.color,1); fixed4 diffuseLight = texCUBElod(_diffuse_HDR, float4(i.normal, 1)); diffuseLight /= diffuseLight + 1; col *= diffuseLight; col.a = saturate(i.alpha); //col = (i.alpha); return col; } ENDCG } } }