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

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Shader "Hidden/IndirectSpecularLight"
{
Properties
{
_Skybox("_Skybox", CUBE) = "white" {}
_A ("View Dir OS", 2D) = "white" {}
_B ("Normal OS", 2D) = "white" {}
_C ("LOD", 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;
uint viewDirInput;
uint normalInput;
uint lodInput;
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 );
float lod = 0;
float2 sphereUV = PreviewFragmentSphericalUV( i.uv );
if ( viewDirInput != 0 )
{
float3 viewDirOS = tex2D( _A, sphereUV );
worldViewDir = UnityObjectToWorldDir( viewDirOS );
}
if ( normalInput != 0 )
{
float3 normalOS = tex2D( _B, i.uv );
worldNormal = UnityObjectToWorldNormal( normalOS );
}
if ( lodInput != 0 )
{
lod = tex2D( _C, i.uv );
}
float3 worldRefl = normalize( reflect( -worldViewDir, worldNormal ) );
float3 sky = texCUBElod( _Skybox, float4( worldRefl, lod ) ).rgb;
return float4( sky, 1 );
}
ENDCG
}
}
}