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@valyard
Last active August 29, 2015 14:27
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Shader "Custom/TestShader"
{
Properties {}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 normalDir : TEXCOORD0;
float3 viewDir : TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.viewDir = mul(_Object2World, v.vertex).xyz - _WorldSpaceCameraPos;
o.normalDir = normalize(mul(float4(v.normal, 0.0), _World2Object).xyz);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return texCUBElod(unity_SpecCube0, reflect(normalize(i.viewDir), normalize(i.normalDir)));
}
ENDCG
}
}
}
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