Unity ShaderGraph Fresnel effect case

tags: Unity  shader  

Foreword

study hard, improve every day.
Video link:https://www.youtube.com/watch?v=Ar9eIn4z6XE

final effect

Production process

Create a Fresnel effect

And make a controlPowerThe node is convenient to adjust in the outside world.

Put the Fresnel effect with the color

Multiplier with color to get a gradient Fresnel effect.

Making a number of rounded fluctuations

useSin(Time)Curve control time from -1 to 1 change, useRemapThe re-map value ranges to 0.2-1.

Automatically control the strength of Fresnel effect

The Fresnel effect of the previously made with colors is multiplied by the changed variables to get the effect of Fresnel strength.

Increase obstruction

The occlusion map is used to provide information about which areas of the model should receive high or low indirect lighting. Indirect lighting comes from ambient lighting and reflections, and so steep concave parts of your model such as a crack or fold would not realistically receive much indirect light.
Blocking is used to provide information about which areas of the model should receive high or low indirect illumination. Indirect illumination comes from ambient lighting and reflection, so your model's steep concave portion, such as cracks or wrinkles, actually not receiving too much indirect illumination.

The obstruction map is a texture2D type, which needs to be converted into a single channel value, useSampleTexture2DConversion, placeOcclusionin.

Exposure parameters

Material ball setting

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