3.4 KiB
3.4 KiB
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. 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);
}