// Original code from https://gist.github.com/josephbk117/a43f5335cea9b3e12a44f196dc81f30f Shader "Custom/InteriorReflectionShader" { Properties { // TODO: Implement me! _Opacity("Opacity", Range(0.0, 1.0)) = 1.0 } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float _Opacity; // TODO: Implement me! struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float3 worldPos : TEXCOORD0; float3 worldNormal : TEXCOORD1; float4 pos : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; o.worldNormal = UnityObjectToWorldNormal(v.normal); return o; } fixed4 frag (v2f i) : SV_Target { half3 worldViewDir = -normalize(UnityWorldSpaceViewDir(i.worldPos)); // Direction of ray from the camera towards the object surface half4 skyData = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, worldViewDir); half3 skyColor = DecodeHDR(skyData, unity_SpecCube0_HDR); // This is done becasue the cubemap is stored HDR return half4(skyColor, 1.0); } ENDCG } } }