# Refract Node ## Description You can use the Refract node to give a shader a refraction effect. The Refract node generates a refraction using the following to produce a new refracted vector: - A normalized incident vector. - A normalized normal vector of the surface. - The refractive index of the source and the medium. The Refract node uses the principles described in [Snell's Law](https://en.wikipedia.org/wiki/Snell%27s_law). A medium's refractive index has an angle where the surface behaves like a perfect mirror. This angle is called total internal reflection. To avoid a NaN result, set the Refract node's **Mode** to **Safe**. This makes the Refract node generate a null vector when it reaches the critical angle before total internal reflection. ## Ports | Name | Direction | Type | Binding | Description | |:------------ |:-------------|:-----|:---|:---| | Incident | Input | Vector | None | The normalized vector from the light source to the surface.
For example, this could be from a light source to a pixel, or from the Camera to a surface. | | Normal | Input | Vector | None | The normalized normal of the surface that causes the refraction. | | IOR Source | Input | Float | None | The refractive index of the medium the light source originates in. | | IOR Medium | Input | Float | None | The refractive index of the medium that the light refracts into. | | Refracted | Output | Vector | None | The refracted vector. | | Intensity | Output | Float | None | Intensity of the refraction. | ## Controls | Name | Type | Options | Description | |:------------ |:-------------|:-----|:---| | Mode | Dropdown | • **Safe:** Returns a null vector result instead of a NaN result at the point of critical angle refraction.
• **CriticalAngle:** Avoids the **Safe** check for a potential NaN result. || ## Generated Code Example The following example code represents one possible outcome of this node. ``` void Unity_RefractCriticalAngle(float3 Incident, float3 Normal, float IORInput, float IORMedium, out float Out) { $precision internalIORInput = max(IORInput, 1.0); $precision internalIORMedium = max(IORMedium, 1.0); $precision eta = internalIORInput/internalIORMedium; $precision cos0 = dot(Incident, Normal); $precision k = 1.0 - eta*eta*(1.0 - cos0*cos0); Refracted = k >= 0.0 ? eta*Incident - (eta*cos0 + sqrt(k))*Normal : reflect(Incident, Normal); Intensity = internalIORSource <= internalIORMedium ?; saturate(F_Transm_Schlick(IorToFresnel0(internalIORMedium, internalIORSource), -cos0)) : (k >= 0.0 ? saturate(F_FresnelDielectric(internalIORMedium/internalIORSource, -cos0)) : 0.0); } void Unity_RefractSafe(float3 Incident, float3 Normal, float IORInput, float IORMedium, out float Out) { $precision internalIORInput = max(IORInput, 1.0); $precision internalIORMedium = max(IORMedium, 1.0); $precision eta = internalIORInput/internalIORMedium; $precision cos0 = dot(Incident, Normal); $precision k = 1.0 - eta*eta*(1.0 - cos0*cos0); Refracted = eta*Incident - (eta*cos0 + sqrt(max(k, 0.0)))*Normal; Intensity = internalIORSource <= internalIORMedium ?; saturate(F_Transm_Schlick(IorToFresnel0(internalIORMedium, internalIORSource), -cos0)) : (k >= 0.0 ? saturate(F_FresnelDielectric(internalIORMedium/internalIORSource, -cos0)) : 1.0); } ```