91 lines
1.9 KiB
Plaintext
91 lines
1.9 KiB
Plaintext
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
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Shader "harry_t/ornament"
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{
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Properties
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{
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[HDR] _ReColor("Main Color", Color) = (1,1,1,1)
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_FresnelBias ("Fresnel Bias", Float) = 0
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_FresnelScale ("Fresnel Scale", Float) = 1
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_FresnelPower ("Fresnel Power", Float) = 1
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[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0
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[NoScaleOffset] _Cubemap ("Cubemap (HDR)", Cube) = "grey" {}
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}
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SubShader
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{
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Tags { "Queue" = "Geometry" }
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//ZWrite Off
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Pass
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{
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//Blend One One
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 pos : POSITION;
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half3 normal : NORMAL;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float fresnel : TEXCOORD0;
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float3 refcoord : TEXCOORD1;
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float3 refcoord1 : TEXCOORD2;
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};
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float4 _ReColor;
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fixed _FresnelBias;
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fixed _FresnelScale;
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fixed _FresnelPower;
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samplerCUBE _Cubemap;
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half _Exposure;
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v2f vert(appdata_t v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.pos);
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float3 i = normalize(ObjSpaceViewDir(v.pos));
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o.fresnel = _FresnelBias + _FresnelScale * pow(1 + dot(i, v.normal), _FresnelPower);
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float3 worldPos = mul(unity_ObjectToWorld, v.pos).xyz;
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float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
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float3 baseReflection = normalize( mul( float4( v.normal, 0.0 ), unity_WorldToObject ).xyz );
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o.refcoord = refract( worldViewDir, baseReflection, 1.002 );
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//o.refcoord1 = baseReflection;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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half4 tex = texCUBElod( _Cubemap, float4( i.refcoord, 3.0 ) );
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half3 c = DecodeHDR (tex, tex);
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c = c * unity_ColorSpaceDouble.rgb;
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c *= _Exposure;
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return float4(c, 1.0); // _Color * i.fresnel +
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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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