// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/CubemapReflections" { Properties { _Albedo("Albedo", 2D) = "white" {} _Normals("Normals", 2D) = "bump" {} _Cubemap("Cubemap", CUBE) = "white" {} _Metallic("Metallic", 2D) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } Cull Back ZTest LEqual CGINCLUDE #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #ifdef UNITY_PASS_SHADOWCASTER #undef INTERNAL_DATA #undef WorldReflectionVector #undef WorldNormalVector #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #endif struct Input { float2 uv_texcoord; float3 worldRefl; INTERNAL_DATA }; uniform sampler2D _Normals; uniform float4 _Normals_ST; uniform sampler2D _Albedo; uniform float4 _Albedo_ST; uniform samplerCUBE _Cubemap; uniform sampler2D _Metallic; uniform float4 _Metallic_ST; void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv_Normals = i.uv_texcoord * _Normals_ST.xy + _Normals_ST.zw; float3 tex2DNode10 = UnpackNormal( tex2D( _Normals, uv_Normals ) ); o.Normal = tex2DNode10; float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw; o.Albedo = ( tex2D( _Albedo, uv_Albedo ) * 0.5 ).rgb; o.Emission = ( ( 1.0 - 0.5 ) * texCUBE( _Cubemap, WorldReflectionVector( i , tex2DNode10 ) ) ).rgb; float2 uv_Metallic = i.uv_texcoord * _Metallic_ST.xy + _Metallic_ST.zw; o.Metallic = tex2D( _Metallic, uv_Metallic ).r; o.Alpha = 1; } ENDCG CGPROGRAM #pragma surface surf Standard keepalpha fullforwardshadows ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" struct v2f { V2F_SHADOW_CASTER; float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; float4 texcoords01 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; fixed3 worldNormal = UnityObjectToWorldNormal( v.normal ); fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy ); TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) return o; } fixed4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord.xy = IN.texcoords01.xy; float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldRefl = -worldViewDir; surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=13803 566;511;900;507;1894.669;558.1631;2.459016;True;False Node;AmplifyShaderEditor.SamplerNode;10;-1232,16;Float;True;Property;_Normals;Normals;1;0;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT3;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.RangedFloatNode;4;-640,-32;Float;False;Constant;_Float0;Float 0;-1;0;0.5;0;0;0;1;FLOAT Node;AmplifyShaderEditor.WorldReflectionVector;9;-896,256;Float;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.OneMinusNode;6;-432,144;Float;False;1;0;FLOAT;0.0;False;1;FLOAT Node;AmplifyShaderEditor.SamplerNode;2;-640,-256;Float;True;Property;_Albedo;Albedo;0;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.SamplerNode;1;-640,256;Float;True;Property;_Cubemap;Cubemap;2;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Cube;6;0;SAMPLER2D;0,0;False;1;FLOAT3;0,0;False;2;FLOAT;1.0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;1.0;False;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.SamplerNode;13;-304,304;Float;True;Property;_Metallic;Metallic;3;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.SimpleMultiplyOpNode;7;-240,144;Float;False;2;2;0;FLOAT;0.0;False;1;COLOR;0;False;1;COLOR Node;AmplifyShaderEditor.SimpleMultiplyOpNode;3;-256,-48;Float;False;2;2;0;COLOR;0.0,0,0,0;False;1;FLOAT;0.0,0,0,0;False;1;COLOR Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;64,0;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;ASESampleShaders/CubemapReflections;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;3;False;0;0;Opaque;0.5;True;True;0;False;Opaque;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;0;0;0;0;False;0;4;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;OFF;OFF;0;False;0;0,0,0,0;VertexOffset;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;0;0;False;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0.0;False;4;FLOAT;0.0;False;5;FLOAT;0.0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0.0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0.0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0 WireConnection;9;0;10;0 WireConnection;6;0;4;0 WireConnection;1;1;9;0 WireConnection;7;0;6;0 WireConnection;7;1;1;0 WireConnection;3;0;2;0 WireConnection;3;1;4;0 WireConnection;0;0;3;0 WireConnection;0;1;10;0 WireConnection;0;2;7;0 WireConnection;0;3;13;0 ASEEND*/ //CHKSM=FC88F8FF86234414514219923686C8BBBB380421