内置shader修改:
Shader "Custom/ReflectEnv" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Cubemap("CubeMap", CUBE) = ""{}
_ReflAmount("Reflection Amount", Range(0.01, 1)) = 0.5
_Alpha("alpha",Range(0.01,1))=0.1
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows alpha
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float3 worldRefl;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
samplerCUBE _Cubemap;
float _ReflAmount;
float _Alpha;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Emission = texCUBE(_Cubemap, IN.worldRefl).rgb * _ReflAmount;
//o.Emission = IN.worldRefl* _ReflAmount;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = _Alpha;
}
ENDCG
}
FallBack "Diffuse"
}