uniry shader 菲涅爾反射
阿新 • • 發佈:2019-01-08
Shader "Unlit/reflex"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Cube("Cube", Cube) = "_Skybox"{}
_Frac("菲涅爾近似引數", Range(0, 1)) = 0.5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float3 normal : NORMAL;
float4 pos : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
samplerCUBE _Cube;
float _Frac;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.pos = mul(UNITY_MATRIX_M, v.vertex);
o.normal = mul(UNITY_MATRIX_M, v.normal);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
float3 reflex = reflect(-UnityWorldSpaceViewDir(i.pos).xyz, i.normal);
float4 ref = texCUBE(_Cube, reflex);
float frac = _Frac + (1 - _Frac) * pow((1 - dot(normalize(UnityWorldSpaceViewDir(i.pos)),normalize( i.normal))), 5);
// apply fog
return lerp(col , ref , frac) ;
}
ENDCG
}
}
}