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@josephbk117
Created November 18, 2018 18:51
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Reflection Probe In Custom Unity Shader
/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer
Legal Stuff:
This code is free to use no restrictions but attribution would be appreciated.
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/
Shader "BitshiftProgrammer/ReflectionProbeAccess"
{
Properties
{
_Roughness("Roughness", Range(0.0, 10.0)) = 0.0
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Roughness;
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float3 worldPos : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float4 pos : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); //Direction of ray from the camera towards the object surface
half3 reflection = reflect(-worldViewDir, i.worldNormal); // Direction of ray after hitting the surface of object
/*If Roughness feature is not needed : UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, reflection) can be used instead.
It chooses the correct LOD value based on camera distance*/
half4 skyData = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflection, _Roughness);
half3 skyColor = DecodeHDR (skyData, unity_SpecCube0_HDR); // This is done becasue the cubemap is stored HDR
return half4(skyColor, 1.0);
}
ENDCG
}
}
}
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