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