//菲涅尔反射
//一部分发生放射 另一部分发生折射
//schlick菲涅尔近似公式 f=f+(1-f)(1-v.n)乘5次方
Shader "Unity shader book/Chapter 10/Fresnel" {
Properties {
_Color("Color Tint",Color)=(1,1,1,1)
_FresnelScale("Fresnel Scale",Range(0,1))=0.5
_Cubemap("Reflection Cubemap",Cube) = "_Skybox"{}
}
SubShader{
Tags{"RenderType" = "Transparent"}
Pass{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Color;
fixed _FresnelScale;
samplerCUBE _Cubemap;
struct a2v {
float4