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vrc-measuregeneric-world/Assets/measuregeneric/shaders/InteriorReflectionShader.shader
raccoon 91f0193a63 Wtf?
2024-11-08 14:34:04 +05:00

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// 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;
}
// ChatGPT snippet
float3 BoxProjectReflectionDir(float3 worldPos, float3 worldRefl)
{
// 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;
float3 localPos = worldPos - boxCenter;
float3 absLocalRefl = abs(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;
}
fixed4 frag (v2f i) : SV_Target
{
float3 worldViewDir = normalize(i.worldPos);
float3 worldNormal = normalize(i.worldNormal);
float3 worldRefl = normalize(reflect(-worldViewDir, worldNormal));
float3 scale = ((worldRefl > 0 ? unity_SpecCube0_BoxMax.xyz : unity_SpecCube0_BoxMin.xyz) - i.worldPos) / worldRefl;
float scaleMin = min(min(scale.x, scale.y), scale.z);
float3 uvw = worldRefl * scaleMin + (i.worldPos - unity_SpecCube0_ProbePosition.xyz);
// float4 sampleRefl = SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0, uvw, LOD);
// float3 specCol = DecodeHDREnvironment(sampleRefl, unity_SpecCube0_HDR);
half4 sampleRefl = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, uvw);
half3 specCol = DecodeHDR(sampleRefl, unity_SpecCube0_HDR); // This is done becasue the cubemap is stored HDR
return half4(specCol, 1.0);
/*
half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); // Direction of ray from the camera towards the object surface
half3 reflection = reflect(-worldViewDir, i.worldNormal); // Direction of ray after hitting the surface of object
reflection = BoxProjectReflectionDir(i.worldPos, reflection);
half4 skyData = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, reflection);
half3 skyColor = DecodeHDR(skyData, unity_SpecCube0_HDR); // This is done becasue the cubemap is stored HDR
return half4(skyColor, 1.0);
*/
}
ENDCG
}
}
}