I_Jemin

Add Cubemap Reflection

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Shader "Custom/BillboardCullOff" {

Shader "I_Jemin/BillboardCullOff" {
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
......
Shader "Custom/BillboardCullOff" {
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
Shader "I_Jemin/CubemapReflection" {
Properties{
_MainTex("Albedo (RGB)", 2D) = "white" {}
_NormalMap("Normal Map",2D) = "black" {}
_Cube("Reflection Cubemap",Cube) = "" {}
_ReflectionOpacity("Reflection Opacity",Range(0,1)) = 0.3
}
SubShader {
Tags { "RenderType"="Opaque" }
Cull Off
CGPROGRAM
#pragma surface surf Standard
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
sampler2D _MainTex;
sampler2D _NormalMap;
samplerCUBE _Cube;
float _ReflectionOpacity;
struct Input {
float2 uv_MainTex;
float2 uv_NormalMap;
float3 worldRefl;
INTERNAL_DATA
};
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) ;
o.Albedo = c.rgb;
o.Normal = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap));
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Alpha = c.a;
o.Albedo = c.rgb * (1 - _ReflectionOpacity);
o.Emission = texCUBE(_Cube, WorldReflectionVector(IN,o.Normal)) * _ReflectionOpacity;
}
ENDCG
}
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