CG代码 菲尼尔简单实现

Shader "Unlit/Frensel"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
		_FresnelScale("Fresnel",Range(0,1)) = 0.5
		_Cubemap("CubeMap",Cube) = "_Skybox"{}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog

            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                float3 normal:Normal;
               
            };

            struct v2f
            {
                   float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
				float3 worldPos : TEXCOORD02;
				float3 worldNormal : TEXCOORD03;
				float3 worldViewDir : TEXCOORD04;
				float3 worldRefl : TEXCOORD05;
            };

             sampler2D _MainTex;
            float4 _MainTex_ST;
			float _FresnelScale;
			samplerCUBE _Cubemap;
            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                o.worldPos=mul(unity_ObjectToWorld,v.vertex);
                o.worldNormal=UnityObjectToWorldNormal(v.normal);
                o.worldViewDir=UnityWorldSpaceViewDir(o.worldPos);
                o.worldRefl=reflect(-o.worldViewDir,o.worldNormal);
                UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                // sample the texture
                  fixed3 worldNormal = normalize(i.worldNormal);
				fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
				fixed3 worldViewDir = normalize(i.worldViewDir);

				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

				// sample the texture
				fixed3 diffuse = tex2D(_MainTex, i.uv).rgb * _LightColor0.rgb * max(0,dot(worldNormal,worldLightDir));

				fixed3 refection = texCUBE(_Cubemap, i.worldRefl).rgb;

				fixed fresnel = _FresnelScale + (1 - _FresnelScale) * pow(1 - dot(worldViewDir, worldNormal), 5);

				fixed3 col = ambient + lerp(diffuse, refection, saturate(fresnel));
				// apply fog
				UNITY_APPLY_FOG(i.fogCoord, col);
				return fixed4(col,1);
            }
            ENDCG
        }
    }
}

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