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77 lines
2.0 KiB
77 lines
2.0 KiB
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' |
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Shader "Unlit/TestReflectShader" |
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{ |
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Properties |
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{ |
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_MainTex ("Texture", 2D) = "white" {} |
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_CubeMapRef("Reflect Cube",Cube) = "_Skybox"{} |
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} |
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SubShader |
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{ |
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Tags { "RenderType"="Opaque" } |
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LOD 100 |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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struct appdata |
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{ |
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float4 vertex : POSITION; |
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float2 uv : TEXCOORD0; |
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float3 normal : NORMAL; |
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}; |
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struct v2f |
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{ |
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float2 uv : TEXCOORD0; |
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float4 vertex : SV_POSITION; |
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float3 worldPos : TEXCOORD1; |
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fixed3 worldNormal : TEXCOORD2; |
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fixed3 worldViewDir : TEXCOORD3; |
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fixed3 worldRefl : TEXCOORD4; |
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}; |
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sampler2D _MainTex; |
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float4 _MainTex_ST; |
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samplerCUBE _CubeMapRef; |
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v2f vert (appdata v) |
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{ |
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v2f o; |
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//从模型空间转换到裁剪空间 |
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o.vertex = UnityObjectToClipPos(v.vertex); |
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//转换UV坐标 |
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o.uv = TRANSFORM_TEX(v.uv, _MainTex); |
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//把法线方向从模型空间转换到世界空间中 |
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o.worldNormal = UnityObjectToWorldNormal(v.normal); |
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//o.worldNormal = UnityObjectToWorldDir(v.normal); |
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//o.worldNormal = normalize(mul(unity_ObjectToWorld,v.normal)); |
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//顶点/方向矢量从模型空间变换到世界空间 |
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o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz; |
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//世界空间中的顶点位置->世界空间中从该点到摄像机的观察方向。 |
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o.worldViewDir = UnityWorldSpaceViewDir(o.worldPos); |
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//反射运算 |
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o.worldRefl = reflect(-o.worldViewDir,o.worldNormal); |
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return o; |
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} |
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fixed4 frag (v2f i) : SV_Target |
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{ |
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// sample the texture |
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fixed4 col = tex2D(_MainTex, i.uv); |
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fixed3 reflecion = texCUBE(_CubeMapRef,i.worldRefl).rgb; |
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half4 skyData = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, i.worldRefl); |
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// decode cubemap data into actual color |
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half3 skyColor = DecodeHDR (skyData, unity_SpecCube0_HDR); |
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return fixed4(skyColor,1); |
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} |
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ENDCG |
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} |
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} |
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}
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