UnityShader 學習筆記 11 高階紋理之反射
阿新 • • 發佈:2018-12-25
Shader "_MyShader/7_Advanced/0_Reflection" { Properties { _Color("Color",COLOR) = (1,1,1,1) _ReflectColor("ReflectColor",COLOR) = (1,1,1,1) _ReflectAmount("ReflectAmount",Range(0,1.5)) = 1 _CubeMap("CubeMap",Cube) = "_Skybox"{} } SubShader { Tags { "RenderType"="ForwardBase" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" fixed4 _Color; fixed4 _ReflectColor; float _ReflectAmount; samplerCUBE _CubeMap; struct a2v{ float4 vertex:POSITION; float3 normal:NORMAL; }; struct v2f{ float4 pos:SV_POSITION; float4 worldPos:TEXCOORD1; float3 worldNormal:TEXCOORD2; float3 worldLight:TEXCOORD3; float3 worldView:TEXCOORD4; float3 worldReflect:TEXCOORD6; SHADOW_COORDS(5) }; v2f vert(a2v v){ v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.worldPos = mul(_Object2World, v.vertex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldLight = UnityWorldSpaceLightDir(o.worldPos); o.worldView = UnityWorldSpaceViewDir(o.worldPos); o.worldReflect = reflect(-o.worldView, o.worldNormal); TRANSFER_SHADOW(o); return o; } fixed4 frag(v2f i) : SV_Target{ fixed3 worldNormalDir = normalize(i.worldNormal); fixed3 worldLightDir = normalize(i.worldLight); fixed3 worldViewDir = normalize(i.worldView); fixed3 worldReflectDir = normalize(i.worldReflect); fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; fixed3 diffuseColor = _LightColor0.rgb * _Color.rgb * saturate(dot(worldNormalDir, worldLightDir)); fixed3 reflection = texCUBE(_CubeMap, worldReflectDir).rgb * _ReflectColor.rgb; UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos); fixed3 color = ambient + lerp(diffuseColor, reflection, _ReflectAmount) * atten; return fixed4(color, 1); } ENDCG } } }