107 lines
3.1 KiB
Plaintext
107 lines
3.1 KiB
Plaintext
Shader "Hidden/IndirectDiffuseLight"
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{
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Properties
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{
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_Intensity ("Intensity", Float) = 1
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}
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SubShader
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{
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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float _Intensity;
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float4 frag(v2f_img i) : SV_Target
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{
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float2 xy = 2 * i.uv - 1;
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float z = -sqrt(1-saturate(dot(xy,xy)));
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float3 worldNormal = normalize(float3(xy, z));
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float3 vertexPos = float3(xy, z);
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float3 worldPos = mul(unity_ObjectToWorld, float4(vertexPos,1)).xyz;
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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);
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return float4(GammaToLinearSpace(back.rgb * _Intensity),1);
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}
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ENDCG
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}
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Pass // connected tangent
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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float _Intensity;
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sampler2D _A;
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float4 frag(v2f_img i) : SV_Target
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{
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float2 xy = 2 * i.uv - 1;
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float z = -sqrt(1-saturate(dot(xy,xy)));
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float3 vertexPos = float3(xy, z);
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float3 normal = normalize(vertexPos);
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float3 worldNormal = UnityObjectToWorldNormal(normal);
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float3 tangent = normalize(float3( -z, xy.y*0.01, xy.x ));
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float3 worldPos = mul(unity_ObjectToWorld, float4(vertexPos,1)).xyz;
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float3 worldTangent = UnityObjectToWorldDir(tangent);
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float tangentSign = -1;
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float3 worldBinormal = normalize( cross(worldNormal, worldTangent) * tangentSign);
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float4 tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
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float4 tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
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float4 tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
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float2 sphereUVs = i.uv;
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sphereUVs.x = (atan2(vertexPos.x, -vertexPos.z) / (UNITY_PI) + 0.5);
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// Needs further checking
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//float3 tangentNormal = tex2Dlod(_A, float4(sphereUVs,0,0)).xyz;
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float3 tangentNormal = tex2D(_A, sphereUVs).xyz;
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worldNormal = fixed3( dot( tSpace0.xyz, tangentNormal ), dot( tSpace1.xyz, tangentNormal ), dot( tSpace2.xyz, tangentNormal ) );
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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);
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return float4(GammaToLinearSpace(back.rgb * _Intensity),1);
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}
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ENDCG
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}
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Pass // connected world
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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float _Intensity;
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sampler2D _A;
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float4 frag( v2f_img i ) : SV_Target
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{
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float2 xy = 2 * i.uv - 1;
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float z = -sqrt( 1 - saturate( dot( xy,xy ) ) );
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float3 vertexPos = float3( xy, z );
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float3 normal = normalize( vertexPos );
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float3 worldNormal = tex2D( _A, i.uv );
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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 );
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return float4( GammaToLinearSpace( back.rgb * _Intensity ),1 );
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}
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ENDCG
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}
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}
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}
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