You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
91 lines
2.4 KiB
91 lines
2.4 KiB
3 years ago
|
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
|
||
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||
|
|
||
|
Shader "Unity Shaders Book/Chapter 10/Reflection" {
|
||
|
Properties {
|
||
|
_Color ("Color Tint", Color) = (1, 1, 1, 1)
|
||
|
_ReflectColor ("Reflection Color", Color) = (1, 1, 1, 1)
|
||
|
_ReflectAmount ("Reflect Amount", Range(0, 1)) = 1
|
||
|
_Cubemap ("Reflection Cubemap", Cube) = "_Skybox" {}
|
||
|
}
|
||
|
SubShader {
|
||
|
Tags { "RenderType"="Opaque" "Queue"="Geometry"}
|
||
|
|
||
|
Pass {
|
||
|
Tags { "LightMode"="ForwardBase" }
|
||
|
Cull Off
|
||
|
CGPROGRAM
|
||
|
|
||
|
#pragma multi_compile_fwdbase
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#include "Lighting.cginc"
|
||
|
#include "AutoLight.cginc"
|
||
|
|
||
|
fixed4 _Color;
|
||
|
fixed4 _ReflectColor;
|
||
|
fixed _ReflectAmount;
|
||
|
samplerCUBE _Cubemap;
|
||
|
|
||
|
struct a2v {
|
||
|
float4 vertex : POSITION;
|
||
|
float3 normal : NORMAL;
|
||
|
};
|
||
|
|
||
|
struct v2f {
|
||
|
float4 pos : SV_POSITION;
|
||
|
float3 worldPos : TEXCOORD0;
|
||
|
fixed3 worldNormal : TEXCOORD1;
|
||
|
fixed3 worldViewDir : TEXCOORD2;
|
||
|
fixed3 worldRefl : TEXCOORD3;
|
||
|
SHADOW_COORDS(4)
|
||
|
};
|
||
|
|
||
|
v2f vert(a2v v) {
|
||
|
v2f o;
|
||
|
|
||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||
|
|
||
|
o.worldNormal = UnityObjectToWorldNormal(v.normal);
|
||
|
|
||
|
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||
|
|
||
|
o.worldViewDir = UnityWorldSpaceViewDir(o.worldPos);
|
||
|
|
||
|
// Compute the reflect dir in world space
|
||
|
o.worldRefl = reflect(-o.worldViewDir, o.worldNormal);
|
||
|
|
||
|
TRANSFER_SHADOW(o);
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
fixed4 frag(v2f i) : SV_Target {
|
||
|
fixed3 worldNormal = normalize(i.worldNormal);
|
||
|
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
|
||
|
fixed3 worldViewDir = normalize(i.worldViewDir);
|
||
|
|
||
|
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
|
||
|
//fixed3 ambient = ShadeSH9(fixed4(worldNormal,1));
|
||
|
|
||
|
fixed3 diffuse = _LightColor0.rgb * _Color.rgb * max(0, dot(worldNormal, worldLightDir));
|
||
|
|
||
|
// Use the reflect dir in world space to access the cubemap
|
||
|
fixed3 reflection = texCUBE(_Cubemap, i.worldRefl).rgb * _ReflectColor.rgb;
|
||
|
|
||
|
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
|
||
|
|
||
|
// Mix the diffuse color with the reflected color
|
||
|
fixed3 color = ambient + lerp(diffuse, reflection, _ReflectAmount) * atten;
|
||
|
|
||
|
return fixed4(color, 1.0);
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
FallBack "Reflective/VertexLit"
|
||
|
}
|