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Shader "Custom/UnlitLightMapEmissiveCubeMap"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_LightMap ("LightMap", 2D) = "black" {}
_Cube ("Cubemap", CUBE) = "" {}
_Emission ("Emission", Range (0,1)) = 1
_CubeStrength ("CubeMapStrength", Range (0,1)) = 1
_LightStrength ("light Strength", Range (0,1)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
CGPROGRAM
#pragma surface surf Lambert
struct Input
{
float2 uv_MainTex;
float2 uv_LightMap;
float3 worldRefl;
float3 viewDir;
};
uniform sampler2D _LightMap;
uniform sampler2D _MainTex;
uniform samplerCUBE _Cube;
uniform float _Emission;
uniform float _CubeStrength;
uniform float _LightStrength;
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
fixed4 lm = tex2D(_LightMap, IN.uv_LightMap);
o.Albedo = tex;
o.Emission = tex * _Emission + (texCUBE (_Cube, IN.worldRefl).rgb - tex.a) * _CubeStrength + ((lm * _LightStrength) / tex.a/2);
}
ENDCG
}
Fallback "Unlit/Texture"
}