Created interior imposter reflection shader

This commit is contained in:
raccoon
2024-11-07 20:57:39 +05:00
parent 4506926908
commit a5772b2c5d
2 changed files with 86 additions and 0 deletions

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Shader "Custom/InteriorReflectionShader"
{
Properties
{
_ReflectionIntensity ("Reflection Intensity", Range(0, 1)) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 300
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _ReflectionIntensity;
// Use built-in cubemap sampler (unity_SpecCube0) for reflection probe
// UNITY_DECLARE_TEXCUBE(unity_SpecCube0);
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldNormal = normalize(mul((float3x3)unity_ObjectToWorld, v.normal));
return o;
}
half3 ComputeBoxProjectedReflection(float3 worldPos, float3 worldNormal)
{
// Calculate direction from the object to the reflection probe position
float3 probeToPixel = worldPos - unity_SpecCube0_ProbePosition;
// Calculate inverse box scale manually
float3 boxSize = unity_SpecCube0_BoxMax - unity_SpecCube0_BoxMin;
float3 invBoxSize = 1.0 / boxSize;
// Transform the position into the box projection space
float3 localPos = probeToPixel * invBoxSize + 0.5;
// Calculate reflection direction
float3 reflectionDir = normalize(worldPos - _WorldSpaceCameraPos);
// Sample the cubemap using the adjusted reflection direction
return UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, reflectionDir).rgb;
}
half4 frag (v2f i) : SV_Target
{
// Calculate reflection using box projection
half3 reflectionColor = ComputeBoxProjectedReflection(i.worldPos, i.worldNormal);
return half4(reflectionColor, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}

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