unity shader 反射贴图

在这里插入图片描述

Shader "Unlit/reflex"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_Cube("Cube", Cube) = "_Skybox"{}
		_Relect("反射度", Range(0, 1)) = 1.0
	}
	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 reflex : NORMAL;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;
			samplerCUBE _Cube;
			float _Relect;
			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
				o.reflex = reflect(- UnityWorldSpaceViewDir(mul(UNITY_MATRIX_M, v.vertex)).xyz, mul(UNITY_MATRIX_M, v.normal));
				UNITY_TRANSFER_FOG(o,o.vertex);
				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				// sample the texture
				fixed4 col = tex2D(_MainTex, i.uv);
				float4 ref = texCUBE(_Cube, i.reflex);
				// apply fog
				UNITY_APPLY_FOG(i.fogCoord, col);
				return col * ref * _Relect;
			}
			ENDCG
		}
	}
}

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转载自blog.csdn.net/u013749051/article/details/85994333