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- Shader "Hidden/IndirectSpecularLight"
- {
- Properties
- {
- _Skybox("_Skybox", CUBE) = "white" {}
- _A ("Normal", 2D) = "white" {}
- _B ("Smoothness", 2D) = "white" {}
- _C ("Occlusion", 2D) = "white" {}
- }
- SubShader
- {
- Pass // not connected
- {
- CGPROGRAM
- #pragma vertex vert_img
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- uniform samplerCUBE _Skybox;
- sampler2D _A;
- sampler2D _B;
- sampler2D _C;
- float4 frag(v2f_img i) : SV_Target
- {
- float3 vertexPos = PreviewFragmentPositionOS( i.uv );
- float3 normal = PreviewFragmentNormalOS( i.uv );
- float3 worldNormal = UnityObjectToWorldNormal( normal );
- float3 worldViewDir = normalize( preview_WorldSpaceCameraPos - vertexPos );
- float3 worldRefl = normalize( reflect( -worldViewDir, worldNormal ) );
- float3 sky = texCUBElod( _Skybox, float4( worldRefl, ( 1 - saturate( tex2D( _B, i.uv ).r ) ) * 6 ) ).rgb;
- return float4( sky * tex2D( _C, i.uv ).r, 1 );
- }
- ENDCG
- }
- Pass // connected tangent
- {
- CGPROGRAM
- #pragma vertex vert_img
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- uniform samplerCUBE _Skybox;
- sampler2D _A;
- sampler2D _B;
- sampler2D _C;
- float4 frag(v2f_img i) : SV_Target
- {
- float3 vertexPos = PreviewFragmentPositionOS( i.uv );
- float3 normal = PreviewFragmentNormalOS( i.uv );
- float3 tangentNormal = tex2D( _A, PreviewFragmentSphericalUV( i.uv ) ).xyz;
- float3 worldNormal = PreviewFragmentTangentToWorldDir( i.uv, tangentNormal, true );
- float3 worldViewDir = normalize( preview_WorldSpaceCameraPos - vertexPos );
- float3 worldRefl = reflect( -worldViewDir, worldNormal );
- float3 sky = texCUBElod( _Skybox, float4( worldRefl, ( 1 - saturate( tex2D( _B, i.uv ).r ) ) * 6 ) ).rgb;
- return float4( sky * tex2D( _C, i.uv ).r, 1 );
- }
- ENDCG
- }
- Pass // connected world
- {
- CGPROGRAM
- #pragma vertex vert_img
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- uniform samplerCUBE _Skybox;
- sampler2D _A;
- sampler2D _B;
- sampler2D _C;
- float4 frag(v2f_img i) : SV_Target
- {
- float3 vertexPos = PreviewFragmentPositionOS( i.uv );
- float3 normal = PreviewFragmentNormalOS( i.uv );
- float3 worldNormal = tex2D( _A, i.uv );
- float3 worldViewDir = normalize( preview_WorldSpaceCameraPos - vertexPos );
- float3 worldRefl = reflect( -worldViewDir, worldNormal );
- float3 sky = texCUBElod( _Skybox, float4( worldRefl, ( 1 - saturate( tex2D( _B, i.uv ).r ) ) * 6 ) ).rgb;
- return float4( sky * tex2D( _C, i.uv ).r, 1 );
- }
- ENDCG
- }
- }
- }
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