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vrc-measuregeneric-world/Assets/measuregeneric/shaders/InteriorReflectionShader.shader
2024-11-07 21:27:04 +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;
}
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
}
}
}