Hi,
I’m trying to create for a VR game a mobile shader (as they are optimized). The challenge is to take the built-in BumpSpecular one and and tweak it to multiply the reflection by a “fresnel” ramp.
I don’t know what’s wrong, I’m not a shader developer but I need it to process on a Single Pass VR.
The commented lines are which break the shader.
Anyone can help me? Thanks on advance,
Shader "Reflect-BumpSpec" {
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)
_Fresnel ("Fresnel", Range(0.0,8.0)) = 2.0
_MainTex ("Base (RGB) RefStrGloss (A)", 2D) = "white" {}
_Cube ("Reflection Cubemap", Cube) = "" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 400
CGPROGRAM
#pragma surface surf BlinnPhong
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
samplerCUBE _Cube;
fixed4 _Color;
fixed4 _ReflectColor;
half _Shininess;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float3 worldRefl;
float3 viewDir;
INTERNAL_DATA
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
fixed4 c = tex * _Color;
o.Albedo = c.rgb;
o.Gloss = tex.a;
o.Specular = _Shininess;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
half rim = 1-saturate(dot(normalize(IN.viewDir), o.Normal));
float3 worldRefl = WorldReflectionVector (IN, o.Normal);
fixed4 reflcol = texCUBE (_Cube, worldRefl);
half refl_lum = _ReflectColor.r * 0.3 + _ReflectColor.g * 0.59 + _ReflectColor.b * 0.11;
//reflcol *= (_Fresnel * pow(rim,refl_lum));
//reflcol *= _RimPower;
reflcol *= tex.a;
o.Emission = reflcol.rgb * _ReflectColor.rgb;
o.Alpha = reflcol.a * _ReflectColor.a;
}
ENDCG
}
FallBack "Legacy Shaders/Reflective/Bumped Diffuse"
}