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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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