gutterball-3/Gutterball 3/Assets/Shaders/GlassReflect.shader
SkunkStudios 71779ef7ac New Version 1.6
New 125 balls & powerups.
Improved graphics.
2025-05-07 06:18:40 +07:00

103 lines
2.1 KiB
Text

Shader "Car/GlassReflect" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
_MainTex ("Base (RGB) RefStrength (A)", 2D) = "white" {}
_Cube ("Reflection Cubemap", Cube) = "_Skybox" { TexGen CubeReflect }
_BumpMap ("Bumpmap (RGB Trans)", 2D) = "bump" {}
_FresnelPower ("_FresnelPower", Range(0.05,5.0)) = 0.75
}
SubShader {
Tags { "RenderType"="Transparent" }
CGPROGRAM
#pragma surface surf BlinnPhong alpha
#pragma target 3.0
sampler2D _MainTex;
samplerCUBE _RtReflection;
sampler2D _BumpMap;
samplerCUBE _Cube;
float4 _Color;
float4 _ReflectColor;
float _FresnelPower;
struct Input {
float2 uv_MainTex;
float3 worldRefl;
float3 viewDir;
INTERNAL_DATA
};
void surf (Input IN, inout SurfaceOutput o)
{
half4 tex = tex2D(_MainTex, IN.uv_MainTex);
half4 c = tex * _Color;
float4 bump = tex2D(_BumpMap, IN.uv_MainTex);
o.Normal = UnpackNormal(bump);
half3 worldReflVec = WorldReflectionVector(IN, o.Normal);
half4 reflcol = texCUBE(_Cube, worldReflVec);
// FRESNEL CALCS
float fcbias = 0.20373;
float facing = saturate(1.0 - max(dot( normalize(IN.viewDir.xyz), normalize(o.Normal)), 0.0));
float refl2Refr = max(fcbias + (1.0-fcbias) * pow(facing, _FresnelPower), 0);
o.Albedo = reflcol.rgb * _ReflectColor.rgb + c.rgb;
o.Emission = o.Albedo * 0.25;
o.Alpha = refl2Refr;
}
ENDCG
}
SubShader {
Tags { "RenderType"="Transparent" }
CGPROGRAM
#pragma surface surf Lambert alpha
sampler2D _MainTex;
sampler2D _BumpMap;
samplerCUBE _Cube;
float4 _Color;
float4 _ReflectColor;
float _FresnelPower;
struct Input {
float2 uv_MainTex;
float3 worldRefl;
INTERNAL_DATA
};
void surf (Input IN, inout SurfaceOutput o)
{
half4 tex = tex2D(_MainTex, IN.uv_MainTex);
half4 c = tex * _Color;
float4 bump = tex2D(_BumpMap, IN.uv_MainTex);
o.Normal = UnpackNormal(bump);
half3 worldReflVec = WorldReflectionVector(IN, o.Normal);
half4 reflcol = texCUBE(_Cube, worldReflVec);
o.Albedo = reflcol.rgb * _ReflectColor.rgb + c.rgb;
o.Emission = o.Albedo * 0.25;
o.Alpha = 1.275;
}
ENDCG
}
FallBack "Reflective/VertexLit"
}