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Shader "Reflective/Glass" {
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 ("Reflect Strength", Color) = (1,1,1,0.5)
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_Parallax ("Height", Range (0.005, 0.08)) = 0.02
_Cube ("Reflection Cubemap", Cube) = "_Skybox" { TexGen CubeReflect }
}
SubShader
{
LOD 300
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Blend one OneMinusDstColor
ZWrite Off
// First pass does reflection cubemap
Pass
{
Name "BASE"
Tags {"LightMode" = "Always"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct v2f {
V2F_POS_FOG;
float2 uv : TEXCOORD0;
float3 I : TEXCOORD1;
};
uniform float4 _MainTex_ST;
v2f vert(appdata_tan v)
{
v2f o;
PositionFog( v.vertex, o.pos, o.fog );
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
// calculate object space reflection vector
float3 viewDir = ObjSpaceViewDir( v.vertex );
float3 I = reflect( -viewDir, v.normal );
// transform to world space reflection vector
o.I = mul( (float3x3)_Object2World, I );
return o;
}
uniform sampler2D _MainTex;
uniform samplerCUBE _Cube;
uniform float4 _ReflectColor;
half4 frag (v2f i) : COLOR
{
half4 texcol = tex2D (_MainTex, i.uv);
half4 reflcol = texCUBE( _Cube, i.I );
reflcol *= texcol.a;
return reflcol * _ReflectColor;
}
ENDCG
}
UsePass " arallax Specular/PPL"
}
FallBack "Reflective/VertexLit", 1
} |
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