Wtf?
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@@ -44,8 +44,8 @@ Shader "Custom/InteriorReflectionShader"
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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 boxMin = unity_SpecCube0_BoxMin.xyz;
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float3 boxMax = unity_SpecCube0_BoxMax.xyz;
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float3 boxCenter = 0.5 * (boxMin + boxMax);
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float3 boxSize = boxMax - boxMin;
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@@ -60,12 +60,28 @@ Shader "Custom/InteriorReflectionShader"
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fixed4 frag (v2f i) : SV_Target
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{
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float3 worldViewDir = normalize(i.worldPos);
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float3 worldNormal = normalize(i.worldNormal);
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float3 worldRefl = normalize(reflect(-worldViewDir, worldNormal));
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float3 scale = ((worldRefl > 0 ? unity_SpecCube0_BoxMax.xyz : unity_SpecCube0_BoxMin.xyz) - i.worldPos) / worldRefl;
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float scaleMin = min(min(scale.x, scale.y), scale.z);
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float3 uvw = worldRefl * scaleMin + (i.worldPos - unity_SpecCube0_ProbePosition.xyz);
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// float4 sampleRefl = SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0, uvw, LOD);
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// float3 specCol = DecodeHDREnvironment(sampleRefl, unity_SpecCube0_HDR);
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half4 sampleRefl = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, uvw);
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half3 specCol = DecodeHDR(sampleRefl, unity_SpecCube0_HDR); // This is done becasue the cubemap is stored HDR
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return half4(specCol, 1.0);
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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 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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return half4(skyColor, 1.0);
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*/
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}
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ENDCG
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}
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