版权声明:本文为博主原创文章,未经博主允许不得转载。如有问题,欢迎指正。 https://blog.csdn.net/qq_37352817/article/details/85233870
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
}
}
}