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- Shader "Hidden/IndirectDiffuseLight"
- {
- Properties
- {
- _Intensity ("Intensity", Float) = 1
- }
- SubShader
- {
- Pass
- {
- CGPROGRAM
- #pragma vertex vert_img
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- float _Intensity;
- float4 frag(v2f_img i) : SV_Target
- {
- float3 vertexPos = PreviewFragmentPositionOS( i.uv );
- float3 worldPos = mul(unity_ObjectToWorld, float4(vertexPos,1)).xyz;
- float4 back = lerp(float4(0.4117,0.3843,0.3647,1),float4(0.4117,0.5059,0.6470,1),worldPos.y * 0.5 + 0.5);
- return float4(GammaToLinearSpace(back.rgb * _Intensity),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"
- float _Intensity;
- sampler2D _A;
- float4 frag(v2f_img i) : SV_Target
- {
- float3 vertexPos = PreviewFragmentPositionOS( i.uv );
- float3 normal = PreviewFragmentNormalOS( i.uv );
- float3 worldNormal = UnityObjectToWorldNormal(normal);
- float3 tangent = PreviewFragmentTangentOS( i.uv );
- float3 worldPos = mul(unity_ObjectToWorld, float4(vertexPos,1)).xyz;
- float3 worldTangent = UnityObjectToWorldDir(tangent);
- float tangentSign = -1;
- float3 worldBinormal = normalize( cross(worldNormal, worldTangent) * tangentSign);
- float4 tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
- float4 tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
- float4 tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
- float2 sphereUVs = i.uv;
- sphereUVs.x = (atan2(vertexPos.x, -vertexPos.z) / (UNITY_PI) + 0.5);
- // Needs further checking
- //float3 tangentNormal = tex2Dlod(_A, float4(sphereUVs,0,0)).xyz;
- float3 tangentNormal = tex2D(_A, sphereUVs).xyz;
- worldNormal = fixed3( dot( tSpace0.xyz, tangentNormal ), dot( tSpace1.xyz, tangentNormal ), dot( tSpace2.xyz, tangentNormal ) );
- float4 back = lerp(float4(0.4117,0.3843,0.3647,1),float4(0.4117,0.5059,0.6470,1),worldNormal.y * 0.5 + 0.5);
- return float4(GammaToLinearSpace(back.rgb * _Intensity),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"
- float _Intensity;
- sampler2D _A;
- float4 frag( v2f_img i ) : SV_Target
- {
- float3 vertexPos = PreviewFragmentPositionOS( i.uv );
- float3 normal = PreviewFragmentNormalOS( i.uv );
- float3 worldNormal = tex2D( _A, i.uv );
- float4 back = lerp( float4( 0.4117,0.3843,0.3647,1 ),float4( 0.4117,0.5059,0.6470,1 ),worldNormal.y * 0.5 + 0.5 );
- return float4( GammaToLinearSpace( back.rgb * _Intensity ),1 );
- }
- ENDCG
- }
- }
- }
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