129 lines
3.6 KiB
Plaintext
129 lines
3.6 KiB
Plaintext
|
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 "Lighting.cginc"
|
||
|
#include "UnityPBSLighting.cginc"
|
||
|
|
||
|
uniform samplerCUBE _Skybox;
|
||
|
sampler2D _A;
|
||
|
sampler2D _B;
|
||
|
sampler2D _C;
|
||
|
|
||
|
float4 frag(v2f_img i) : SV_Target
|
||
|
{
|
||
|
float2 xy = 2 * i.uv - 1;
|
||
|
float z = -sqrt(1-saturate(dot(xy,xy)));
|
||
|
float3 worldNormal = normalize(float3(xy, z));
|
||
|
float3 vertexPos = float3(xy, z);
|
||
|
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
|
||
|
|
||
|
float3 worldRefl = -worldViewDir;
|
||
|
worldRefl = normalize(reflect( worldRefl, 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 "Lighting.cginc"
|
||
|
#include "UnityPBSLighting.cginc"
|
||
|
|
||
|
uniform samplerCUBE _Skybox;
|
||
|
sampler2D _A;
|
||
|
sampler2D _B;
|
||
|
sampler2D _C;
|
||
|
|
||
|
float4 frag(v2f_img i) : SV_Target
|
||
|
{
|
||
|
float2 xy = 2 * i.uv - 1;
|
||
|
float z = -sqrt(1-saturate(dot(xy,xy)));
|
||
|
float3 vertexPos = float3(xy, z);
|
||
|
float3 normal = normalize(vertexPos);
|
||
|
float3 worldNormal = UnityObjectToWorldNormal(normal);
|
||
|
|
||
|
float3 tangent = normalize(float3( -z, xy.y*0.01, xy.x ));
|
||
|
float3 worldPos = mul(unity_ObjectToWorld, float4(vertexPos,1)).xyz;
|
||
|
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
|
||
|
|
||
|
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);
|
||
|
|
||
|
float3 worldRefl = -worldViewDir;
|
||
|
|
||
|
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;
|
||
|
|
||
|
worldRefl = reflect( worldRefl, half3( dot( tSpace0.xyz, tangentNormal ), dot( tSpace1.xyz, tangentNormal ), dot( tSpace2.xyz, tangentNormal ) ) );
|
||
|
|
||
|
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 "Lighting.cginc"
|
||
|
#include "UnityPBSLighting.cginc"
|
||
|
|
||
|
uniform samplerCUBE _Skybox;
|
||
|
sampler2D _A;
|
||
|
sampler2D _B;
|
||
|
sampler2D _C;
|
||
|
|
||
|
float4 frag(v2f_img i) : SV_Target
|
||
|
{
|
||
|
float2 xy = 2 * i.uv - 1;
|
||
|
float z = -sqrt(1-saturate(dot(xy,xy)));
|
||
|
float3 vertexPos = float3(xy, z);
|
||
|
float3 normal = normalize(vertexPos);
|
||
|
float3 worldNormal = tex2D( _A, i.uv );
|
||
|
float3 worldViewDir = normalize(float3(0,0,-5) - 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
|
||
|
}
|
||
|
}
|
||
|
}
|