Some shit i dunno
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// Original code from https://gist.github.com/josephbk117/a43f5335cea9b3e12a44f196dc81f30f
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Shader "Custom/InteriorReflectionShader"
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{
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Properties
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{
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_Glossiness ("Smoothness", Range(0,1)) = 0.8
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_ReflectionProbePosition ("Reflection Probe Position", Vector) = (0,0,0,0)
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_ReflectionProbeBoxMin ("Box Min", Vector) = (0,0,0,0)
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_ReflectionProbeBoxMax ("Box Max", Vector) = (0,0,0,0)
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 200
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityStandardUtils.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float3 worldNormal : TEXCOORD0;
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float3 worldPos : TEXCOORD1;
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};
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float4 _ReflectionProbePosition;
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float4 _ReflectionProbeBoxMin;
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float4 _ReflectionProbeBoxMax;
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half _Glossiness;
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v2f vert (appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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return o;
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}
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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 = _ReflectionProbeBoxMin.xyz;
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float3 boxMax = _ReflectionProbeBoxMax.xyz;
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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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{
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// Get reflection vector
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float3 worldViewDir = normalize(_WorldSpaceCameraPos - i.worldPos);
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float3 worldRefl = reflect(worldViewDir, i.worldNormal);
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// Apply box projection to the reflection vector
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float3 projectedReflDir = BoxProjectReflectionDir(i.worldPos, worldRefl);
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fixed4 reflectionColor = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, projectedReflDir);
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return reflectionColor;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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