您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

76 行
1.8 KiB

Shader "Graph/UnityEngine.MaterialGraph.MetallicMasterNodefb4e5d27-b55b-4c39-84a8-ae6dcd6d7631"
{
Properties
{
[NonModifiableTextureData] Texture_5537060b_db74_4900_8f2b_178ba97b7f11_Uniform("", 2D) = "white" {}
Cubemap_ee09e335_3be2_46ee_9d59_ce2673aeedf9_Uniform("", Cube) = "" {}
}
SubShader
{
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
}
Blend One Zero
Cull Back
ZTest LEqual
ZWrite On
LOD 200
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard vertex:vert
#pragma glsl
#pragma debug
inline float unity_remap_float (float arg1, float2 arg2, float2 arg3)
{
return arg1 * ((arg3.y - arg3.x) / (arg2.y - arg2.x)) + arg3.x;
}
sampler2D Texture_5537060b_db74_4900_8f2b_178ba97b7f11_Uniform;
samplerCUBE Cubemap_ee09e335_3be2_46ee_9d59_ce2673aeedf9_Uniform;
struct Input
{
float4 color : COLOR;
half4 meshUV0;
float3 worldViewDir;
float3 worldNormal;
};
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
o.meshUV0 = v.texcoord;
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
half4 uv0 = IN.meshUV0;
float3 worldSpaceViewDirection = IN.worldViewDir;
float3 worldSpaceNormal = normalize(IN.worldNormal);
float4 Texture_5537060b_db74_4900_8f2b_178ba97b7f11 = tex2D (Texture_5537060b_db74_4900_8f2b_178ba97b7f11_Uniform, uv0.xy);
float Remap_26b4b7a4_1c55_4c03_9830_fc5d53b3a504_Output = unity_remap_float (Texture_5537060b_db74_4900_8f2b_178ba97b7f11.r, float2 (0,1), float2 (7,-2));
float4 Cubemap_ee09e335_3be2_46ee_9d59_ce2673aeedf9 = texCUBElod (Cubemap_ee09e335_3be2_46ee_9d59_ce2673aeedf9_Uniform, float4(reflect(-worldSpaceViewDirection, worldSpaceNormal).xyz,Remap_26b4b7a4_1c55_4c03_9830_fc5d53b3a504_Output));
o.Emission = Cubemap_ee09e335_3be2_46ee_9d59_ce2673aeedf9;
}
ENDCG
}
FallBack "Diffuse"
}