表面着色器实现:
Shader "Custom/SampleReflection"
{
Properties
{
_MainTex("Base(RGB)",2D) = ""{}
_MainTint("Main Tint",Color) = (1,1,1,1)
_CubeMap("Cube Map",CUBE) = ""{}
_ReflAmount("Reflection Amount",Range(0.01,1)) = 0.5
//_ReflMask("Reflection Mask",2D) = ""{}
}
SubShader
{
Tags{"RenderType" = "Opaque"}
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
fixed4 _MainTint;
samplerCUBE _CubeMap;
fixed _ReflAmount;
sampler2D _ReflMask;
struct Input
{
half2 uv_MainTex;
fixed3 worldRefl;
};
void surf(Input IN,inout SurfaceOutput o)
{
fixed4 col = tex2D(_MainTex,IN.uv_MainTex);
o.Albedo = col.rgb;
o.Alpha = col.a;
o.Emission = texCUBE(_CubeMap,IN.worldRefl) * _ReflAmount;
//fixed4 reflMask = tex2D(_ReflMask,IN.uv_MainTex);
//o.Emission = texCUBE(_CubeMap,IN.worldRefl) * _ReflAmount * reflMask.r;
}
ENDCG
}
FallBack "Diffuse"
}
顶点-片元着色器实现:
Shader "Custom/SampleReflection"
{
Properties
{
_MainTex("Base(RGB)",2D) = ""{}
_MainTint("Main Tint",Color) = (1,1,1,1)
_CubeMap("Cube Map",CUBE) = ""{}
_ReflAmount("Reflection Amount",Range(0.01,1)) = 0.5
//_ReflMask("Reflection Mask",2D) = ""{}
}
SubShader
{
Pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
sampler2D _MainTex;
fixed4 _MainTex_ST;
fixed4 _MainTint;
samplerCUBE _CubeMap;
fixed _ReflAmount;
sampler2D _ReflMask;
struct a2v
{
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 texcoord:TEXCOORD0;
};
struct v2f
{
float4 pos:SV_POSITION;
float2 uv:TEXCOORD0;
float3 worldNormal:TEXCOORD1;
float3 worldPos:TEXCOORD2;
};
v2f vert(a2v v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
o.worldNormal = mul(unity_ObjectToWorld,v.normal);
return o;
}
fixed4 frag(v2f i):SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
float3 worldRefl = reflect(-viewDir,worldNormal);
fixed3 albedo = tex2D(_MainTex,i.uv).rgb * _MainTint.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0,dot(worldNormal,lightDir));
fixed3 reflection = texCUBE(_CubeMap,worldRefl);
//fixed3 reflMask= tex2D(_ReflMask,i.uv).rgb;
//fixed3 reflection = texCUBE(_CubeMap,worldRefl) * reflMask.r;
fixed3 color = ambient + lerp(diffuse,reflection,_ReflAmount);
return fixed4(color,1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}