Added textures and materials and scene from half-life 2

This commit is contained in:
raccoon
2025-09-14 17:26:14 +05:00
parent 5d5ac0dd7a
commit 7078b79740
270 changed files with 142398 additions and 15 deletions

View File

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// Original code from https://gist.github.com/josephbk117/a43f5335cea9b3e12a44f196dc81f30f
Shader "Custom/InteriorImposterShader"
{
Properties
{
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float3 worldPos : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float4 pos : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}
// Snippet from https://github.com/frostbone25/Unity-Improved-Box-Projected-Reflections/blob/main/ImprovedBoxProjectedReflections/Assets/Shaders/ImprovedBoxProjectedReflections.shader#L80
float3 BoxProjectReflectionDir(float3 worldPos, float3 worldRefl, out float distanceToHitPoint)
{
float4 probePos = unity_SpecCube0_ProbePosition;
float4 boxMin = unity_SpecCube0_BoxMin;
float4 boxMax = unity_SpecCube0_BoxMax;
// Do we have a valid reflection probe?
if (probePos.w > 0.0)
{
float3 nrdir = normalize(worldRefl);
float3 rbmax = (boxMax.xyz - worldPos) / nrdir;
float3 rbmin = (boxMin.xyz - worldPos) / nrdir;
float3 rbminmax = (nrdir > 0.0f) ? rbmax : rbmin;
distanceToHitPoint = min(min(rbminmax.x, rbminmax.y), rbminmax.z);
worldPos -= probePos.xyz;
worldRefl = worldPos + nrdir * distanceToHitPoint;
}
return worldRefl;
}
fixed4 frag (v2f i) : SV_Target
{
float mipLevel = 0.0;
half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); // Direction of ray from the camera towards the object surface
float3 boxProjection = BoxProjectReflectionDir(i.worldPos, -worldViewDir, mipLevel);
mipLevel = (mipLevel / UNITY_SPECCUBE_LOD_STEPS) * perceptualRoughnessToMipmapLevel(0.0); // Fixing incorrect mipmap level of cubemap texture
half4 skyData = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, boxProjection, mipLevel);
half3 skyColor = DecodeHDR(skyData, unity_SpecCube0_HDR); // This is done becasue the cubemap is stored HDR
return half4(skyColor, 1.0);
}
ENDCG
}
}
}