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path: root/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectSpecularLight.shader
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Diffstat (limited to 'Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectSpecularLight.shader')
-rw-r--r--Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectSpecularLight.shader128
1 files changed, 128 insertions, 0 deletions
diff --git a/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectSpecularLight.shader b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectSpecularLight.shader
new file mode 100644
index 00000000..6c48d9e6
--- /dev/null
+++ b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectSpecularLight.shader
@@ -0,0 +1,128 @@
+Shader "Hidden/IndirectSpecularLight"
+{
+ Properties
+ {
+ _Skybox("_Skybox", CUBE) = "white" {}
+ _A ("Normal", 2D) = "white" {}
+ _B ("Smoothness", 2D) = "white" {}
+ _C ("Occlusion", 2D) = "white" {}
+ }
+
+ SubShader
+ {
+ Pass // not connected
+ {
+ CGPROGRAM
+ #pragma vertex vert_img
+ #pragma fragment frag
+ #include "UnityCG.cginc"
+ #include "Lighting.cginc"
+ #include "UnityPBSLighting.cginc"
+
+ uniform samplerCUBE _Skybox;
+ sampler2D _A;
+ sampler2D _B;
+ sampler2D _C;
+
+ 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 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
+
+ float3 worldRefl = -worldViewDir;
+ worldRefl = normalize(reflect( worldRefl, worldNormal ));
+
+ float3 sky = texCUBElod( _Skybox, float4(worldRefl, (1-saturate(tex2D(_B,i.uv).r)) * 6) ).rgb;
+
+ return float4(sky * tex2D(_C,i.uv).r, 1);
+ }
+ ENDCG
+ }
+
+ Pass // connected tangent
+ {
+ CGPROGRAM
+ #pragma vertex vert_img
+ #pragma fragment frag
+ #include "UnityCG.cginc"
+ #include "Lighting.cginc"
+ #include "UnityPBSLighting.cginc"
+
+ uniform samplerCUBE _Skybox;
+ sampler2D _A;
+ sampler2D _B;
+ sampler2D _C;
+
+ 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 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
+
+ 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);
+
+ float3 worldRefl = -worldViewDir;
+
+ 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;
+
+ worldRefl = reflect( worldRefl, half3( dot( tSpace0.xyz, tangentNormal ), dot( tSpace1.xyz, tangentNormal ), dot( tSpace2.xyz, tangentNormal ) ) );
+
+ float3 sky = texCUBElod( _Skybox, float4(worldRefl, (1-saturate(tex2D(_B,i.uv).r)) * 6) ).rgb;
+
+ return float4(sky * tex2D(_C,i.uv).r, 1);
+ }
+ ENDCG
+ }
+
+ Pass // connected world
+ {
+ CGPROGRAM
+ #pragma vertex vert_img
+ #pragma fragment frag
+ #include "UnityCG.cginc"
+ #include "Lighting.cginc"
+ #include "UnityPBSLighting.cginc"
+
+ uniform samplerCUBE _Skybox;
+ sampler2D _A;
+ sampler2D _B;
+ sampler2D _C;
+
+ 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 );
+ float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
+
+ float3 worldRefl = reflect( -worldViewDir, worldNormal );
+
+ float3 sky = texCUBElod( _Skybox, float4(worldRefl, (1-saturate(tex2D(_B,i.uv).r)) * 6) ).rgb;
+
+ return float4(sky * tex2D(_C,i.uv).r, 1);
+ }
+ ENDCG
+ }
+ }
+}