54 lines
1.6 KiB
Plaintext
54 lines
1.6 KiB
Plaintext
// 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
|
|
}
|
|
}
|
|
}
|