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@@ -40,10 +40,30 @@ Shader "Custom/InteriorReflectionShader"
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return o;
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return o;
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}
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}
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// ChatGPT snippet
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float3 BoxProjectReflectionDir(float3 worldPos, float3 worldRefl)
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{
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// Calculate relative position within the box
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float3 boxMin = unity_SpecCube0_BoxMin;
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float3 boxMax = unity_SpecCube0_BoxMax;
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float3 boxCenter = 0.5 * (boxMin + boxMax);
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float3 boxSize = boxMax - boxMin;
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float3 localPos = worldPos - boxCenter;
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float3 absLocalRefl = abs(worldRefl);
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// Scale the reflection vector based on which side of the box it hits
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float3 scale = boxSize / absLocalRefl;
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float scaleMin = min(min(scale.x, scale.y), scale.z);
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return localPos + worldRefl * scaleMin;
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}
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fixed4 frag (v2f i) : SV_Target
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fixed4 frag (v2f i) : SV_Target
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{
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{
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half3 worldViewDir = -normalize(UnityWorldSpaceViewDir(i.worldPos)); // Direction of ray from the camera towards the object surface
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half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); // Direction of ray from the camera towards the object surface
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half4 skyData = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, worldViewDir);
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half3 reflection = reflect(-worldViewDir, i.worldNormal); // Direction of ray after hitting the surface of object
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reflection = BoxProjectReflectionDir(i.worldPos, reflection);
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half4 skyData = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, reflection);
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half3 skyColor = DecodeHDR(skyData, unity_SpecCube0_HDR); // This is done becasue the cubemap is stored HDR
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half3 skyColor = DecodeHDR(skyData, unity_SpecCube0_HDR); // This is done becasue the cubemap is stored HDR
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return half4(skyColor, 1.0);
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return half4(skyColor, 1.0);
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}
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}
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