冯乐乐的《Unity Shader入门精要》附带项目,其中部分shader已经修改测试
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Unlit/SkyReflection"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
half3 worldRefl : TEXCOORD0;
float4 pos : SV_POSITION;
};
v2f vert (float4 vertex : POSITION, float3 normal : NORMAL)
{
v2f o;
o.pos = UnityObjectToClipPos(vertex);
// compute world space position of the vertex
float3 worldPos = mul(unity_ObjectToWorld, vertex).xyz;
// compute world space view direction
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
// world space normal
float3 worldNormal = UnityObjectToWorldNormal(normal);
// world space reflection vector
o.worldRefl = reflect(-worldViewDir, worldNormal);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the default reflection cubemap, using the reflection vector
half4 skyData = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, i.worldRefl);
// decode cubemap data into actual color
half3 skyColor = DecodeHDR (skyData, unity_SpecCube0_HDR);
// output it!
//fixed3 reflection = texCUBE(unity_SpecCube0, i.worldRefl).rgb;
fixed4 c;
c.rgb = skyColor;
return c;
}
ENDCG
}
}
}