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- Shader "Effects/Ice/IceBack" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1)
- _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
- _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
- _ReflectionStrength ("ReflectionStrength", Range (1, 20)) = 1
- _MainTex ("Base (RGB) Emission Tex (A)", 2D) = "white" {}
- _Opacity ("Material opacity", Range (-1, 1)) = 0.5
- _Cube ("Reflection Cubemap", Cube) = "" { }
- _BumpMap ("Normalmap", 2D) = "bump" {}
- _FPOW("FPOW Fresnel", Float) = 5.0
- _R0("R0 Fresnel", Float) = 0.05
- _Cutoff ("Cutoff", Range (0, 1)) = 0.5
- _LightStr ("Light strength", Range (0, 1)) = 1
- }
- SubShader {
- Tags { "Queue"="Transparent" "RenderType"="Transperent" }
- LOD 200
-
- CGPROGRAM
- #pragma surface surf Lambert alpha
- #pragma target 3.0
- #pragma glsl
- sampler2D _MainTex;
- sampler2D _BumpMap;
- samplerCUBE _Cube;
- float4 _Color;
- float4 _ReflectColor;
- float _ReflectionStrength;
- float _Shininess;
- float _FPOW;
- float _R0;
- float _Opacity;
- float _Cutoff;
- float _LightStr;
- struct Input {
- float2 uv_MainTex;
- float2 uv_BumpMap;
- float3 viewDir;
- float3 worldRefl;
- INTERNAL_DATA
- };
-
- void surf (Input IN, inout SurfaceOutput o) {
- half4 tex = tex2D(_MainTex, IN.uv_MainTex);
- half4 c = tex * _Color;
- o.Albedo = _Color;
-
- o.Gloss = tex.a;
- o.Specular = _Shininess;
-
- o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
-
- float3 worldRefl = WorldReflectionVector (IN, o.Normal);
- half4 reflcol = texCUBE (_Cube, worldRefl);
- reflcol *= tex.a;
- half fresnel = saturate(1.0 - dot(o.Normal, normalize(IN.viewDir)));
- fresnel = pow(fresnel, _FPOW);
- fresnel = _R0 + (1.0 - _R0) * fresnel;
- reflcol = lerp(c, reflcol, fresnel);
- o.Emission = reflcol.rgb * _ReflectColor.rgb * _ReflectionStrength * _LightStr;
- o.Alpha = _Cutoff > tex.a ? tex.a+_Opacity : 0;
- }
- ENDCG
- }
- FallBack "Reflective/Bumped Diffuse"
- }
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