Shader来实现反射效果:通过相机的视角方向和物体模型的法线方向来计算反射方向。然后通过反射方向在CubeMap当中进行采样。采样得到的结果和主纹理进行线性插值。
Shader "QShader/ReflectCubeMap"{
Properties{
_MainTex("Main Texture",2D) = "white"{}
_BaseColor("Base Color",Color) = (1.0,1.0,1.0,1.0)
_ReflectColor("Reflection Color",Color) = (1.0,1.0,1.0,1.0)
_ReflectAmount("Reflection Amount",Range(0,1)) = 1
_Cubemap("Reflection Cubemap",Cube) = "skybox"{}
}
SubShader{
pass {
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#pragma vertex Vertex
#pragma fragment Fragment
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float3 worldViewDir : TEXCOORD2;
float3 worldReflectDir : TEXCOORD3;
float2 uv : TEXCOORD4;
SHADOW_COORDS(5)
};
fixed4 _BaseColor;
fixed _ReflectAmount;
fixed4 _ReflectColor;
samplerCUBE _Cubemap;
sampler2D _MainTex;
v2f Vertex(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
o.worldViewDir = UnityWorldSpaceViewDir(o.worldPos);
o.worldReflectDir = reflect(-o.worldViewDir,o.worldNormal);
o.uv = v.texcoord;
TRANSFER_SHADOW(o)
return o;
}
fixed4 Fragment(v2f i) :SV_TARGET{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 worldViewDir = normalize(i.worldViewDir);
fixed3 albedo = tex2D(_MainTex,i.uv).xyz * _BaseColor.xyz;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.xyz * albedo * saturate(dot(worldNormal,worldLightDir));
fixed3 reflection = texCUBE(_Cubemap,i.worldReflectDir).xyz * _ReflectColor.xyz;
UNITY_LIGHT_ATTENUATION(atten,i,i.worldPos);
fixed3 color = ambient + lerp(diffuse,reflection,_ReflectAmount) * atten;
return fixed4(color,1.0);
}
ENDCG
}
}
}