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path: root/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectDiffuseLight.shader
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-rw-r--r--Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectDiffuseLight.shader106
1 files changed, 106 insertions, 0 deletions
diff --git a/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectDiffuseLight.shader b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectDiffuseLight.shader
new file mode 100644
index 00000000..65695576
--- /dev/null
+++ b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectDiffuseLight.shader
@@ -0,0 +1,106 @@
+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
+ }
+ }
+}