Shader "Hidden/IndirectDiffuseLight" { Properties { _Intensity ("Intensity", Float) = 1 } SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" float _Intensity; float4 frag(v2f_img i) : SV_Target { float2 xy = 2 * i.uv - 1; float z = -sqrt(1-saturate(dot(xy,xy))); float3 worldNormal = normalize(float3(xy, z)); float3 vertexPos = float3(xy, z); float3 worldPos = mul(unity_ObjectToWorld, float4(vertexPos,1)).xyz; float4 back = lerp(float4(0.4117,0.3843,0.3647,1),float4(0.4117,0.5059,0.6470,1),worldPos.y * 0.5 + 0.5); return float4(GammaToLinearSpace(back.rgb * _Intensity),1); } ENDCG } Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" float _Intensity; sampler2D _A; float4 frag(v2f_img i) : SV_Target { float2 xy = 2 * i.uv - 1; float z = -sqrt(1-saturate(dot(xy,xy))); float3 vertexPos = float3(xy, z); float3 normal = normalize(vertexPos); float3 worldNormal = UnityObjectToWorldNormal(normal); float3 tangent = normalize(float3( -z, xy.y*0.01, xy.x )); float3 worldPos = mul(unity_ObjectToWorld, float4(vertexPos,1)).xyz; float3 worldTangent = UnityObjectToWorldDir(tangent); float tangentSign = -1; float3 worldBinormal = normalize( cross(worldNormal, worldTangent) * tangentSign); float4 tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); float4 tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); float4 tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); float2 sphereUVs = i.uv; sphereUVs.x = (atan2(vertexPos.x, -vertexPos.z) / (UNITY_PI) + 0.5); // Needs further checking //float3 tangentNormal = tex2Dlod(_A, float4(sphereUVs,0,0)).xyz; float3 tangentNormal = tex2D(_A, sphereUVs).xyz; worldNormal = fixed3( dot( tSpace0.xyz, tangentNormal ), dot( tSpace1.xyz, tangentNormal ), dot( tSpace2.xyz, tangentNormal ) ); float4 back = lerp(float4(0.4117,0.3843,0.3647,1),float4(0.4117,0.5059,0.6470,1),worldNormal.y * 0.5 + 0.5); return float4(GammaToLinearSpace(back.rgb * _Intensity),1); } ENDCG } } }