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2095 단어 unity reflect
Shader "Level4/Reflect/SimpleRefl" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_CubeMap("CubeMap",Cube) = ""{}
_SelfStrength("Self Strength",Range(0,1.5)) = 1
_RoomReflAmount("RoomReflAmount",range(0,3.5)) = 1
_TintColor("TintColor",color) = (0,0,0,0)
_ChannelAmount("rgba,ChannelAmout",float) = 0.225
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
samplerCUBE _CubeMap;
half _SelfStrength;
half _RoomReflAmount;
float4 _TintColor;
half _ChannelAmount;
ENDCG
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Lighting on
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct v2f{
half4 pos:POSITION;
half4 color:TEXCOORD;
half2 uv:TEXCOORD1;
half3 reflDir:TEXCOORD2;
};
/**
vertex : eye normal , (2N(N.L)-L).
fragment : cube * * saturate(b - )
*/
v2f vert(appdata_base v){
v2f o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
half3 worldPos = mul(_Object2World,v.vertex).xyz;
half3 worldNormal = mul((half3x3)_Object2World,v.normal.xyz).xzy;
o.uv.xy = v.texcoord.xy;
half3 eyeVector = (_WorldSpaceCameraPos.xyz - worldPos);
o.reflDir = reflect(eyeVector,worldNormal);
return o;
}
half4 frag(v2f i):COLOR{
fixed4 tex = tex2D(_MainTex,i.uv.xy);
fixed4 refl = texCUBE(_CubeMap,i.reflDir);
half4 outColor = tex;
outColor.rgb *= _TintColor + tex.a * _SelfStrength;
outColor += refl * _RoomReflAmount * saturate(tex.b - _ChannelAmount);
return outColor;
}
ENDCG
}
}
FallBack "Diffuse"
}