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- Shader "SupGames/PlanarReflection/Bumped Specular"
- {
- Properties{
- _Color("Color", Color) = (1,1,1,1)
- _MainTex("Main Texture", 2D) = "white" {}
- _BumpTex("Normal Map", 2D) = "bump" {}
- _Glossiness("Glossiness", Range(0.01,100)) = 0.03
- _SpecColor("Specular Color", Color) = (1,1,1,1)
- _Distort("Distort Amount", Range(0.01,10)) = 1
- _MaskTex("Mask Texture", 2D) = "white" {}
- _BlurAmount("Blur Amount", Range(0,7)) = 1
- }
- SubShader{
- Tags {"RenderType" = "Opaque"}
- LOD 150
- Pass {
- Tags { "LightMode" = "ForwardBase" }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma shader_feature_local BLUR
- #pragma shader_feature_local VRon
- #pragma multi_compile_fwdbase novertexlight
- #pragma multi_compile_instancing
- #pragma multi_compile_fog
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- UNITY_DECLARE_SCREENSPACE_TEXTURE(_ReflectionTex);
- #ifdef VRon
- UNITY_DECLARE_SCREENSPACE_TEXTURE(_ReflectionTexRight);
- #endif
- UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
- UNITY_DECLARE_SCREENSPACE_TEXTURE(_BumpTex);
- UNITY_DECLARE_SCREENSPACE_TEXTURE(_MaskTex);
- fixed _RefAlpha;
- fixed _Glossiness;
- fixed _Distort;
- fixed _BlurAmount;
- fixed4 _MainTex_ST;
- fixed4 _BumpTex_ST;
- fixed4 _Color;
- fixed4 _SpecColor;
- fixed _ReflectionAlpha;
- fixed4 _ReflectionTex_TexelSize;
- fixed4 _LightColor0;
-
- struct appdata
- {
- fixed4 vertex : POSITION;
- fixed4 uv : TEXCOORD0;
- fixed3 normal : NORMAL;
- fixed4 tangent : TANGENT;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f
- {
- fixed4 pos : SV_POSITION;
- fixed4 uv : TEXCOORD0;
- fixed2 fogCoord : TEXCOORD1;
- fixed4 normal : TEXCOORD2;
- fixed4 tangent : TEXCOORD3;
- fixed4 bitangent : TEXCOORD4;
- #if defined(BLUR)
- fixed4 offset : TEXCOORD5;
- #endif
- LIGHTING_COORDS(6, 7)
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- v2f vert(appdata v)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_OUTPUT(v2f, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
- fixed3 viewDirection = _WorldSpaceCameraPos - mul(unity_ObjectToWorld, v.vertex).xyz;
- o.normal = fixed4(normalize(mul(fixed4(v.normal, 0.0h), unity_WorldToObject).xyz), viewDirection.x);
- o.tangent = fixed4(normalize(mul(unity_ObjectToWorld, fixed4(v.tangent.xyz, 0.0h)).xyz), viewDirection.y);
- o.bitangent = fixed4(cross(o.normal.xyz, o.tangent.xyz) * v.tangent.w * unity_WorldTransformParams.w, viewDirection.z);
- o.pos = UnityObjectToClipPos(v.vertex);
- fixed4 scrPos = ComputeNonStereoScreenPos(o.pos);
- o.uv.zw = scrPos.xy;
- o.fogCoord.y = scrPos.w;
- #if defined(BLUR)
- fixed2 offset = _ReflectionTex_TexelSize.xy * _BlurAmount;
- o.offset = fixed4(-offset, offset);
- #endif
- TRANSFER_VERTEX_TO_FRAGMENT(o);
- UNITY_TRANSFER_FOG(o, o.pos);
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(i);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
- fixed4 encodedNormal = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_BumpTex, _BumpTex_ST.xy * i.uv + _BumpTex_ST.zw);
- fixed3 localCoords = UnpackNormal(encodedNormal);
- fixed3 viewDirection = fixed3(i.normal.w, i.tangent.w, i.bitangent.w);
- fixed3 normalDirection = normalize(mul(localCoords, fixed3x3(i.tangent.xyz, i.bitangent.xyz, i.normal.xyz)));
- fixed3 diffuseReflection = UNITY_LIGHTMODEL_AMBIENT.rgb + _LightColor0.rgb * dot(normalDirection, _WorldSpaceLightPos0.xyz)* LIGHT_ATTENUATION(i);
- fixed3 specularReflection = _SpecColor.rgb * _LightColor0.rgb * pow(saturate(dot(normalDirection, normalize(_WorldSpaceLightPos0.xyz + viewDirection))), _Glossiness);
- fixed4 color = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv.xy);
- fixed4 mask = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MaskTex, i.uv.xy);
- fixed4 bump = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_BumpTex, i.uv.xy);
- i.uv.z += (bump.x - 0.5h) * _Distort;
- i.uv.w += (0.5h - bump.y) * _Distort;
- i.uv.zw /= i.fogCoord.y;
- fixed4 reflection = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTex, i.uv.zw);
- #if defined(BLUR)
- i.offset /= i.fogCoord.y;
- i.offset = fixed4(i.uv.zz + i.offset.xz, i.uv.ww + i.offset.yw);
- reflection += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTex, i.offset.xz);
- reflection += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTex, i.offset.xw);
- reflection += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTex, i.offset.yz);
- reflection += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTex, i.offset.yw);
- reflection *= 0.2h;
- #endif
- #ifdef VRon
- fixed4 reflectionr = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTexRight, i.uv.zw);
- #ifdef BLUR
- reflectionr += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTexRight, i.offset.xz);
- reflectionr += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTexRight, i.offset.xw);
- reflectionr += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTexRight, i.offset.yz);
- reflectionr += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTexRight, i.offset.yw);
- reflectionr *= 0.2h;
- #endif
- reflection = lerp(reflection, reflectionr, unity_StereoEyeIndex);
- #endif
- color = fixed4(specularReflection * (1.0h - color.a) + diffuseReflection * color.rgb, 1.0h);
- UNITY_APPLY_FOG(i.fogCoord.x, color);
- return (lerp(color, reflection, _RefAlpha * mask.r) + lerp(reflection, color, 1 - _RefAlpha * mask.r)) * _Color * 0.5h;
- }
- ENDCG
- }
- }
- }
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