forked from BilalY/Rasagar
81 lines
2.5 KiB
Plaintext
81 lines
2.5 KiB
Plaintext
Shader "Hidden/Debug/ReflectionProbePreview"
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{
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Properties
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{
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_Cubemap("_Cubemap", Cube) = "white" {}
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_CameraWorldPosition("_CameraWorldPosition", Vector) = (1,1,1,1)
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_MipLevel("_MipLevel", Range(0.0,7.0)) = 0.0
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_Exposure("_Exposure", Range(-10.0,10.0)) = 0.0
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}
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "Opaque" "Queue" = "Transparent" }
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ZWrite On
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Cull Back
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Pass
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{
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Name "ForwardUnlit"
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Tags{ "LightMode" = "Forward" }
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HLSLPROGRAM
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#pragma editor_sync_compilation
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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struct appdata
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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};
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struct v2f
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{
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float4 positionCS : SV_POSITION;
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float3 normalWS : NORMAL;
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float3 positionWS : TEXCOORD0;
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};
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TEXTURECUBE(_Cubemap);
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SAMPLER(sampler_Cubemap);
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float4 _Cubemap_HDR;
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float3 _CameraWorldPosition;
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float _MipLevel;
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float _Exposure;
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v2f vert(appdata v)
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{
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v2f o;
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// Transform local to world before custom vertex code
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o.positionWS = TransformObjectToWorld(v.positionOS.xyz);
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o.positionCS = TransformWorldToHClip(o.positionWS);
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o.normalWS = TransformObjectToWorldNormal(v.normalOS);
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return o;
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}
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float4 frag(v2f i) : SV_Target
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{
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float3 V = normalize(i.positionWS - GetPrimaryCameraPosition());
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float3 R = reflect(V, normalize(i.normalWS));
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float4 color = SAMPLE_TEXTURECUBE_LOD(_Cubemap, sampler_Cubemap, R, _MipLevel).rgba;
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color.rgb = DecodeHDREnvironment(color, _Cubemap_HDR);
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color = color * exp2(_Exposure) * GetCurrentExposureMultiplier();
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return float4(color);
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}
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ENDHLSL
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}
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}
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}
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