Shader "Unlit/NewUnlitShader"
{
Properties
{
_Color("Color Tint",Color) = (1,1,1,1)
_ReflectionColor("Reflection Color",Color) = (1,1,1,1)
_ReflectionAmount("Reflection Amount",Range(0,1)) = 1
_CubeMap("CubeMap",Cube) = "_Skybox"{}
_MainTex("MainTex",2D) = "white"{}
}
SubShader
{
Tags{"RenderType" = "Opaque" "Queue" = "Geometry"}
pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Color;
fixed4 _ReflectionColor;
fixed _ReflectionAmount;
samplerCUBE _CubeMap;
sampler2D _MainTex;
float4 _MainTex_ST;
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 worldRefl : TEXCOORD3;
float2 uv : TEXCOORD4;
SHADOW_COORDS(5)
};
v2f vert(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);
//reflect(出射方向,法线)计算出入射光线方向
o.worldRefl = reflect(-o.worldViewDir,o.worldNormal);
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 albedo = tex2D(_MainTex,i.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0,dot(worldNormal,lightDir));
//texCUBE(cubemap,入射光线方向)
fixed3 reflection = texCUBE(_CubeMap,i.worldRefl).rgb * _ReflectionColor.rgb;
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
//lerp(线性插值),当_ReflectionAmount取到 0 时diffuse为MainTex颜色,为1时则全反射
fixed3 color = ambient + lerp(diffuse,reflection,_ReflectionAmount) * atten;
return fixed4(color,1.0);
}
ENDCG
}
}
FallBack "Reflective/VertexLit"
}
//reflect(出射方向,法线)计算出入射光线方向
o.worldRefl = reflect(-o.worldViewDir,o.worldNormal);
//texCUBE(cubemap,入射光线方向)
fixed3 reflection = texCUBE(_CubeMap,i.worldRefl).rgb * _ReflectionColor.rgb;
//lerp(线性插值),当_ReflectionAmount取到 0 时diffuse为MainTex颜色,为1时则全反射
fixed3 color = ambient + lerp(diffuse,reflection,_ReflectionAmount) * atten;
_ReflectionAmount 为0时
_ReflectionAmount 为1时