
Shader "Unlit/reflex"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Cube("Cube", Cube) = "_Skybox"{}
_Relect("反射度", Range(0, 1)) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float3 reflex : NORMAL;
};
sampler2D _MainTex;
float4 _MainTex_ST;
samplerCUBE _Cube;
float _Relect;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.reflex = reflect(- UnityWorldSpaceViewDir(mul(UNITY_MATRIX_M, v.vertex)).xyz, mul(UNITY_MATRIX_M, v.normal));
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
float4 ref = texCUBE(_Cube, i.reflex);
UNITY_APPLY_FOG(i.fogCoord, col);
return col * ref * _Relect;
}
ENDCG
}
}
}