Shader "Debug/ReflectionProbePreview" { Properties { _Cubemap("_Cubemap", Cube) = "white" {} _CameraWorldPosition("_CameraWorldPosition", Vector) = (1,1,1,1) _MipLevel("_MipLevel", Range(0.0,7.0)) = 0.0 _Exposure("_Exposure", Range(-10.0,10.0)) = 0.0 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Transparent" } ZWrite On Cull Back Pass { Name "ForwardUnlit" Tags{ "LightMode" = "Forward" } HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "CoreRP/ShaderLibrary/common.hlsl" #include "HDRP/ShaderVariables.hlsl" struct appdata { float4 positionOS : POSITION; float3 normalOS : NORMAL; }; struct v2f { float4 positionCS : SV_POSITION; float3 normalWS : NORMAL; float3 positionWS : TEXCOORD0; }; TEXTURECUBE(_Cubemap); SAMPLER(sampler_Cubemap); float3 _CameraWorldPosition; float _MipLevel; float _Exposure; 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); return float4(color); } ENDHLSL } } }