78 lines
2.4 KiB
Plaintext
78 lines
2.4 KiB
Plaintext
Shader "Custom/InteriorReflectionShader"
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{
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Properties
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{
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_ReflectionIntensity ("Reflection Intensity", Range(0, 1)) = 1.0
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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 300
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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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float _ReflectionIntensity;
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// Use built-in cubemap sampler (unity_SpecCube0) for reflection probe
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// UNITY_DECLARE_TEXCUBE(unity_SpecCube0);
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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 worldPos : TEXCOORD0;
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float3 worldNormal : TEXCOORD1;
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};
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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.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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o.worldNormal = normalize(mul((float3x3)unity_ObjectToWorld, v.normal));
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return o;
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}
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half3 ComputeBoxProjectedReflection(float3 worldPos, float3 worldNormal)
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{
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// Calculate direction from the object to the reflection probe position
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float3 probeToPixel = worldPos - unity_SpecCube0_ProbePosition;
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// Calculate inverse box scale manually
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float3 boxSize = unity_SpecCube0_BoxMax - unity_SpecCube0_BoxMin;
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float3 invBoxSize = 1.0 / boxSize;
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// Transform the position into the box projection space
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float3 localPos = probeToPixel * invBoxSize + 0.5;
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// Calculate reflection direction
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float3 reflectionDir = normalize(worldPos - _WorldSpaceCameraPos);
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// Sample the cubemap using the adjusted reflection direction
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return UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, reflectionDir).rgb;
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}
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half4 frag (v2f i) : SV_Target
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{
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// Calculate reflection using box projection
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half3 reflectionColor = ComputeBoxProjectedReflection(i.worldPos, i.worldNormal);
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return half4(reflectionColor, 1.0);
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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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