Using Spheremaps in a surf shader?

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 :smile:

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"
}

http://www.unifycommunity.com/wiki/index.php?title=MatCap

This should do what you’re after.

Thanks. :slight_smile: