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2.4 KiB

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
}
}
}