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uniry shader 菲涅爾反射

在這裡插入圖片描述

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 } } }