Init
This commit is contained in:
@ -0,0 +1,104 @@
|
||||
Shader "Hidden/IndirectSpecularLight"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Skybox("_Skybox", CUBE) = "white" {}
|
||||
_A ("Normal", 2D) = "white" {}
|
||||
_B ("Smoothness", 2D) = "white" {}
|
||||
_C ("Occlusion", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Pass // not connected
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_img
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
#include "Preview.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
|
||||
uniform samplerCUBE _Skybox;
|
||||
sampler2D _A;
|
||||
sampler2D _B;
|
||||
sampler2D _C;
|
||||
|
||||
float4 frag(v2f_img i) : SV_Target
|
||||
{
|
||||
float3 vertexPos = PreviewFragmentPositionOS( i.uv );
|
||||
float3 normal = PreviewFragmentNormalOS( i.uv );
|
||||
float3 worldNormal = UnityObjectToWorldNormal( normal );
|
||||
float3 worldViewDir = normalize( preview_WorldSpaceCameraPos - vertexPos );
|
||||
float3 worldRefl = normalize( reflect( -worldViewDir, worldNormal ) );
|
||||
|
||||
float3 sky = texCUBElod( _Skybox, float4( worldRefl, ( 1 - saturate( tex2D( _B, i.uv ).r ) ) * 6 ) ).rgb;
|
||||
|
||||
return float4( sky * tex2D( _C, i.uv ).r, 1 );
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass // connected tangent
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_img
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
#include "Preview.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
|
||||
uniform samplerCUBE _Skybox;
|
||||
sampler2D _A;
|
||||
sampler2D _B;
|
||||
sampler2D _C;
|
||||
|
||||
float4 frag(v2f_img i) : SV_Target
|
||||
{
|
||||
float3 vertexPos = PreviewFragmentPositionOS( i.uv );
|
||||
float3 normal = PreviewFragmentNormalOS( i.uv );
|
||||
float3 tangentNormal = tex2D( _A, PreviewFragmentSphericalUV( i.uv ) ).xyz;
|
||||
float3 worldNormal = PreviewFragmentTangentToWorldDir( i.uv, tangentNormal, true );
|
||||
float3 worldViewDir = normalize( preview_WorldSpaceCameraPos - vertexPos );
|
||||
float3 worldRefl = reflect( -worldViewDir, worldNormal );
|
||||
|
||||
float3 sky = texCUBElod( _Skybox, float4( worldRefl, ( 1 - saturate( tex2D( _B, i.uv ).r ) ) * 6 ) ).rgb;
|
||||
|
||||
return float4( sky * tex2D( _C, i.uv ).r, 1 );
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass // connected world
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_img
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
#include "Preview.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
|
||||
uniform samplerCUBE _Skybox;
|
||||
sampler2D _A;
|
||||
sampler2D _B;
|
||||
sampler2D _C;
|
||||
|
||||
float4 frag(v2f_img i) : SV_Target
|
||||
{
|
||||
float3 vertexPos = PreviewFragmentPositionOS( i.uv );
|
||||
float3 normal = PreviewFragmentNormalOS( i.uv );
|
||||
float3 worldNormal = tex2D( _A, i.uv );
|
||||
float3 worldViewDir = normalize( preview_WorldSpaceCameraPos - vertexPos );
|
||||
float3 worldRefl = reflect( -worldViewDir, worldNormal );
|
||||
|
||||
float3 sky = texCUBElod( _Skybox, float4( worldRefl, ( 1 - saturate( tex2D( _B, i.uv ).r ) ) * 6 ) ).rgb;
|
||||
|
||||
return float4( sky * tex2D( _C, i.uv ).r, 1 );
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user