Created
February 10, 2013 23:58
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A specular "conductivity" shader, with cubemap. Shaderlab + Cg / HLSL for Unity3D.
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Shader "Rog/SpecConductCubed" { | |
Properties { | |
_Color ("Main Color", Color) = (1,1,1,1) | |
_FakeLight ("Light Tint", Color) = (1,1,1,1) | |
_SpecIntensity ("Specular Intensity", Range (0.01,6.0)) = 1.0 | |
_SpecPower ("Specular Power", Range (0.01,1.0)) = 0.078125 | |
_Conduct ("Specular Conductivity", Range (0.0,1.0)) = 0.01 | |
_CubeInf ("CubeMap Influence", Range (0.0,1.0)) = 0.01 | |
_MainTex ("Diffuse (RGB) SpecMap (A)", 2D) = "white" {} | |
_Cube ("Cubemap", CUBE) = "" {} | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
// LOD 300 // In our game, LOD is disregarded since we're using small enclosed areas. | |
CGPROGRAM | |
#pragma surface surf BlinnPhong | |
#pragma target 3.0 | |
float4 _Color; | |
float4 _FakeLight; | |
half _SpecIntensity; | |
half _SpecPower; | |
half _Conduct; | |
half _CubeInf; | |
sampler2D _MainTex; | |
samplerCUBE _Cube; | |
struct Input { | |
float2 uv_MainTex; | |
float3 worldRefl; | |
}; | |
// getAbsColor provided by Teck Lee Tan: | |
// "This essentially returns the input color at the same saturation and hue, but at maximum value (hsv, v = 1)" | |
inline float4 getAbsColor(float4 c) { | |
c += 0.000001; // to prevent divide by zero, and save the need for conditionals | |
float vMax = max(c.r, max(c.g, c.b)); | |
c = (c / vMax); | |
return c; | |
} | |
void surf (Input IN, inout SurfaceOutput o) { | |
half4 tex = tex2D(_MainTex, IN.uv_MainTex); | |
float4 diffcol = tex * _Color; // Combine the diffuse with the main color. | |
float4 conductcol = lerp(_FakeLight, diffcol, _Conduct); | |
float4 speccol = lerp(conductcol, getAbsColor(conductcol), _SpecIntensity); // Note: Specularity lerp value can boost above the "absolute" color since intensity goes to 6. | |
float4 cubetex = texCUBE(_Cube, IN.worldRefl); | |
float4 cubecol = lerp(cubetex, Luminance(cubetex), _Conduct / 2) * _SpecIntensity; // Conductivity desaturates the cubemap. | |
_SpecColor = lerp(speccol, cubecol, _CubeInf); | |
o.Albedo = tex.rgb * _Color.rgb; | |
o.Gloss = tex.a; // Alpha channel for the gloss map. | |
o.Specular = _SpecPower; | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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