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HDRenderPipeline: Update relfection probe view shader to be at the norme

/main
Sebastien Lagarde 7 年前
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c22ec643
共有 1 个文件被更改,包括 48 次插入46 次删除
  1. 94
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/EditorRenderPipelineResources/ReflectionProbesPreview.shader

94
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/EditorRenderPipelineResources/ReflectionProbesPreview.shader


// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Debug/ReflectionProbePreview"
Shader "Debug/ReflectionProbePreview"
{
Properties
{

SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Transparent" }
LOD 100
LOD 100
{
Name "ForwardUnlit"
Tags{ "LightMode" = "Forward" }
{
Name "ForwardUnlit"
Tags{ "LightMode" = "Forward" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "HDRP/ShaderVariables.hlsl"
struct appdata
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
};
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 positionCS : SV_POSITION;
float3 normalWS : NORMAL;
float3 positionWS : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 normal : NORMAL;
float3 worldpos : TEXCOORD0;
};
TEXTURECUBE(_Cubemap);
SAMPLER(sampler_Cubemap);
samplerCUBE _Cubemap;
float3 _CameraWorldPosition;
float _MipLevel;
float _Exposure;
float3 _CameraWorldPosition;
float _MipLevel;
float _Exposure;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldpos = mul(unity_ObjectToWorld, v.vertex);
o.normal = mul(unity_ObjectToWorld, float4(v.normal, 0)).xyz;
return o;
}
v2f vert(appdata v)
{
v2f o;
// Transform local to world before custom vertex code
o.positionWS = TransformObjectToWorld(v.positionOS.xyz);
o.positionWS = GetCameraRelativePositionWS(o.positionWS);
o.positionCS = TransformWorldToHClip(o.positionWS);
o.normalWS = TransformObjectToWorldNormal(v.normalOS);
return o;
}
float4 frag(v2f i) : SV_Target
{
//float3 view = normalize(i.worldpos - _CameraWorldPosition);
float3 V = normalize(i.positionWS - GetPrimaryCameraPosition());
float3 R = reflect(V, i.normalWS);
float4 color = SAMPLE_TEXTURECUBE_LOD(_Cubemap, sampler_Cubemap, R, _MipLevel).rgba;
color = color * exp2(_Exposure);
float4 frag(v2f i) : SV_Target
{
//float3 view = normalize(i.worldpos - _CameraWorldPosition);
float3 view = normalize(i.worldpos - _WorldSpaceCameraPos);
float3 reflected = reflect(view, i.normal);
float4 col = texCUBElod(_Cubemap,float4(reflected,_MipLevel));
col = col*exp2(_Exposure);
return col;
}
ENDCG
}
return float4(color);
}
ENDHLSL
}
}
}
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