96 lines
2.2 KiB
Plaintext
96 lines
2.2 KiB
Plaintext
Shader "Legacy Shaders/Reflective/Bumped Unlit" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
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_MainTex ("Base (RGB), RefStrength (A)", 2D) = "white" {}
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_Cube ("Reflection Cubemap", Cube) = "" {}
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_BumpMap ("Normalmap", 2D) = "bump" {}
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}
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Category {
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Tags { "RenderType"="Opaque" }
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LOD 250
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SubShader {
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// Always drawn reflective pass
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Pass {
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Name "BASE"
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Tags {"LightMode" = "Always"}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 uv2 : TEXCOORD1;
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float3 I : TEXCOORD2;
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float3 TtoW0 : TEXCOORD3;
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float3 TtoW1 : TEXCOORD4;
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float3 TtoW2 : TEXCOORD5;
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UNITY_FOG_COORDS(6)
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};
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uniform float4 _MainTex_ST, _BumpMap_ST;
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v2f vert(appdata_tan v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
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o.uv2 = TRANSFORM_TEX(v.texcoord,_BumpMap);
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o.I = -WorldSpaceViewDir( v.vertex );
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float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
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float3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
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o.TtoW0 = float3(worldTangent.x, worldBinormal.x, worldNormal.x);
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o.TtoW1 = float3(worldTangent.y, worldBinormal.y, worldNormal.y);
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o.TtoW2 = float3(worldTangent.z, worldBinormal.z, worldNormal.z);
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UNITY_TRANSFER_FOG(o,o.pos);
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return o;
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}
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uniform sampler2D _BumpMap;
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uniform sampler2D _MainTex;
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uniform samplerCUBE _Cube;
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uniform fixed4 _ReflectColor;
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uniform fixed4 _Color;
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fixed4 frag (v2f i) : SV_Target
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{
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// Sample and expand the normal map texture
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fixed3 normal = UnpackNormal(tex2D(_BumpMap, i.uv2));
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fixed4 texcol = tex2D(_MainTex,i.uv);
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// transform normal to world space
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half3 wn;
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wn.x = dot(i.TtoW0, normal);
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wn.y = dot(i.TtoW1, normal);
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wn.z = dot(i.TtoW2, normal);
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// calculate reflection vector in world space
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half3 r = reflect(i.I, wn);
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fixed4 c = UNITY_LIGHTMODEL_AMBIENT * texcol;
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fixed4 reflcolor = texCUBE(_Cube, r) * _ReflectColor * texcol.a;
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c = c + reflcolor;
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UNITY_APPLY_FOG(i.fogCoord, c);
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UNITY_OPAQUE_ALPHA(c.a);
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return c;
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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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FallBack "Legacy Shaders/VertexLit"
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}
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