I want to create a shader that uses a normal map and sphere map. All of the shaders I’ve seen with spheremaps have been the simple shaders, so they don’t support what I want. (This is for PC, not iPhone btw)
Before anyone inevitably asks why I want to use a spheremap instead of a cubemap, I’m going for an unrealistic cartoony look for the reflections. Is it better for me to just import my spheremap as a reflection and just let Unity convert it to a cubemap for me? It looks good enough, so I don’t mind either way, I was just wondering if there was an easy way to do it within the shader. Is it more trouble than it’s worth for such a lowly effect?
Here was my attempt, although I didn’t get very far, since I’m more of a copy/paste shader editor
Shader "Custom/Shiny" {
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)
_MainTex ("Base (RGB) RefStrGloss (A)", 2D) = "white" {}
_Sphere ("Reflection Spheremap", 2D) = "" { TexGen SphereMap }
_BumpMap ("Normalmap", 2D) = "bump" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 400
CGPROGRAM
#pragma surface surf BlinnPhong
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
//samplerCUBE _Sphere;
fixed4 _Color;
fixed4 _ReflectColor;
half _Shininess;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
//float3 worldRefl;
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));
//float3 worldRefl = WorldReflectionVector (IN, o.Normal);
//fixed4 reflcol = texCUBE (_Cube, worldRefl);
//reflcol *= tex.a;
//o.Emission = reflcol.rgb * _ReflectColor.rgb;
o.Alpha = 1.0;
}
ENDCG
}
FallBack "Reflective/Bumped Diffuse"
}