ArabDesert/Assets/harry_t/ht8b_shaders/ornament.shader

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// 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
}
}
}