diff options
Diffstat (limited to 'Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectDiffuseLight.shader')
-rw-r--r-- | Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectDiffuseLight.shader | 106 |
1 files changed, 0 insertions, 106 deletions
diff --git a/Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectDiffuseLight.shader b/Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectDiffuseLight.shader deleted file mode 100644 index 65695576..00000000 --- a/Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectDiffuseLight.shader +++ /dev/null @@ -1,106 +0,0 @@ -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 // connected tangent - { - 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 - } - - Pass // connected world - { - 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 = tex2D( _A, i.uv ); - - 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 - } - } -} |