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- Shader "SupGames/PlanarReflection/Diffuse Pixel Lit" {
- Properties{
- _Color("Color", Color) = (1,1,1,1)
- _MainTex("Main Texture", 2D) = "white" {}
- _MaskTex("Mask Texture", 2D) = "white" {}
- _BlurAmount("Blur Amount", Range(0,7)) = 1
- }
- SubShader{
- Tags { "RenderType" = "Opaque" }
- LOD 100
- 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(_MaskTex);
- fixed4 _LightColor0;
- fixed _BlurAmount;
- fixed _RefAlpha;
- fixed4 _MainTex_ST;
- fixed4 _Color;
- fixed4 _ReflectionTex_TexelSize;
- struct appdata
- {
- fixed4 vertex : POSITION;
- fixed3 normal : NORMAL;
- fixed4 uv : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f
- {
- fixed4 pos : SV_POSITION;
- fixed4 uv : TEXCOORD0;
- fixed4 normal : TEXCOORD1;
- #if defined(BLUR)
- fixed4 offset : TEXCOORD2;
- #endif
- LIGHTING_COORDS(3, 4)
- UNITY_FOG_COORDS(5)
- 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);
- o.normal.xyz = normalize(mul(fixed4(v.normal, 0.0h), unity_WorldToObject).xyz);
- o.pos = UnityObjectToClipPos(v.vertex);
- fixed4 scrPos = ComputeNonStereoScreenPos(o.pos);
- o.uv.zw = scrPos.xy;
- o.normal.w = 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);
- fixed3 diffuseReflection = UNITY_LIGHTMODEL_AMBIENT.rgb + _LightColor0.rgb * dot(i.normal.xyz, _WorldSpaceLightPos0.xyz)* LIGHT_ATTENUATION(i);
- fixed4 color = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv.xy);
- fixed4 mask = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MaskTex, i.uv.xy);
- i.uv.zw /= i.normal.w;
- fixed4 reflection = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTex, i.uv.zw);
- #if defined(BLUR)
- i.offset /= i.normal.w;
- 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(diffuseReflection * color.rgb, 1.0h);
- UNITY_APPLY_FOG(i.fogCoord, color);
- return (lerp(color, reflection, _RefAlpha * mask.r) + lerp(reflection, color, 1 - _RefAlpha * mask.r))*_Color * 0.5h;
- }
- ENDCG
- }
- }
- }
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