I_Jemin

Add Cubemap Reflection

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......
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2 +%TAG !u! tag:unity3d.com,2011:
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4 +Material:
5 + serializedVersion: 6
6 + m_ObjectHideFlags: 0
7 + m_PrefabParentObject: {fileID: 0}
8 + m_PrefabInternal: {fileID: 0}
9 + m_Name: Cubemap Reflection
10 + m_Shader: {fileID: 4800000, guid: a646a5d066fddea4eb4728be0c3aeeaa, type: 3}
11 + m_ShaderKeywords: _METALLICGLOSSMAP
12 + m_LightmapFlags: 4
13 + m_EnableInstancingVariants: 0
14 + m_DoubleSidedGI: 0
15 + m_CustomRenderQueue: -1
16 + stringTagMap: {}
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82 + - _Mode: 0
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84 + - _Parallax: 0.02
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86 + - _RimPow: 4.25
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4 +licenseType: Pro
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8 + userData:
9 + assetBundleName:
10 + assetBundleVariant:
1 -Shader "Custom/BillboardCullOff" { 1 +
2 +Shader "I_Jemin/BillboardCullOff" {
2 Properties { 3 Properties {
3 _MainTex ("Albedo (RGB)", 2D) = "white" {} 4 _MainTex ("Albedo (RGB)", 2D) = "white" {}
4 } 5 }
......
1 -Shader "Custom/BillboardCullOff" { 1 +Shader "I_Jemin/CubemapReflection" {
2 - Properties { 2 + Properties{
3 - _MainTex ("Albedo (RGB)", 2D) = "white" {} 3 + _MainTex("Albedo (RGB)", 2D) = "white" {}
4 + _NormalMap("Normal Map",2D) = "black" {}
5 + _Cube("Reflection Cubemap",Cube) = "" {}
6 + _ReflectionOpacity("Reflection Opacity",Range(0,1)) = 0.3
4 } 7 }
5 SubShader { 8 SubShader {
6 Tags { "RenderType"="Opaque" } 9 Tags { "RenderType"="Opaque" }
7 - Cull Off
8 - CGPROGRAM
9 - #pragma surface surf Standard
10 10
11 + CGPROGRAM
12 + #pragma surface surf Standard fullforwardshadows
11 13
12 sampler2D _MainTex; 14 sampler2D _MainTex;
15 + sampler2D _NormalMap;
16 + samplerCUBE _Cube;
17 + float _ReflectionOpacity;
13 18
14 struct Input { 19 struct Input {
15 float2 uv_MainTex; 20 float2 uv_MainTex;
21 + float2 uv_NormalMap;
22 + float3 worldRefl;
23 + INTERNAL_DATA
16 }; 24 };
17 25
18 void surf (Input IN, inout SurfaceOutputStandard o) { 26 void surf (Input IN, inout SurfaceOutputStandard o) {
19 - // Albedo comes from a texture tinted by color 27 +
20 - fixed4 c = tex2D (_MainTex, IN.uv_MainTex) ; 28 + o.Normal = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap));
21 - o.Albedo = c.rgb; 29 + fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
22 30
23 o.Alpha = c.a; 31 o.Alpha = c.a;
32 +
33 + o.Albedo = c.rgb * (1 - _ReflectionOpacity);
34 + o.Emission = texCUBE(_Cube, WorldReflectionVector(IN,o.Normal)) * _ReflectionOpacity;
24 } 35 }
25 ENDCG 36 ENDCG
26 } 37 }
......
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No preview for this file type
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29 + cubemapConvolution: 0
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