Fixed Imposter shader

This commit is contained in:
raccoon
2024-12-16 06:38:46 +05:00
parent bac605c80c
commit d1a093b759

View File

@@ -13,6 +13,11 @@ Shader "Custom/InteriorImposterShader"
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "UnityShadowLibrary.cginc"
#include "UnityLightingCommon.cginc"
#include "UnityStandardBRDF.cginc"
struct appdata
{
@@ -36,29 +41,44 @@ Shader "Custom/InteriorImposterShader"
return o;
}
// ChatGPT snippet
float3 BoxProjectReflectionDir(float3 worldPos, float3 worldRefl)
// 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)
{
// Calculate relative position within the box
float3 boxMin = unity_SpecCube0_BoxMin.xyz;
float3 boxMax = unity_SpecCube0_BoxMax.xyz;
float3 boxCenter = 0.5 * (boxMin + boxMax);
float3 boxSize = boxMax - boxMin;
float4 probePos = unity_SpecCube0_ProbePosition;
float4 boxMin = unity_SpecCube0_BoxMin;
float4 boxMax = unity_SpecCube0_BoxMax;
float3 localPos = worldPos - boxCenter;
float3 absLocalRefl = abs(worldRefl);
// Do we have a valid reflection probe?
if (probePos.w > 0.0)
{
float3 nrdir = normalize(worldRefl);
// Scale the reflection vector based on which side of the box it hits
float3 scale = boxSize / absLocalRefl;
float scaleMin = min(min(scale.x, scale.y), scale.z);
return localPos + worldRefl * scaleMin;
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
half4 skyData = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, BoxProjectReflectionDir(i.worldPos, -worldViewDir));
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