KopMap/Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectSpecularLight.shader
2025-04-03 02:30:16 +08:00

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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
}
}
}