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authoryum <yum.food.vr@gmail.com>2023-02-06 16:01:11 -0800
committeryum <yum.food.vr@gmail.com>2023-02-06 16:01:11 -0800
commitc218e2a1957520fe6e6a200e51d44aeaec93a3d3 (patch)
treefa28f903f859602fb90a580c117c2c67f953c585 /Shaders/PBS_lighting.cginc
parent64239b6949ad185c62f4a86acaced9f811d54e9e (diff)
Shader now supports custom cubemap
Applied to both PBS and TaSTT shaders.
Diffstat (limited to 'Shaders/PBS_lighting.cginc')
-rw-r--r--Shaders/PBS_lighting.cginc19
1 files changed, 15 insertions, 4 deletions
diff --git a/Shaders/PBS_lighting.cginc b/Shaders/PBS_lighting.cginc
index d41d44b..13bde82 100644
--- a/Shaders/PBS_lighting.cginc
+++ b/Shaders/PBS_lighting.cginc
@@ -38,6 +38,9 @@ float4 BG_Metallic_ST;
float4 BG_Smoothness_ST;
float4 BG_Emission_Mask_ST;
+float Enable_Custom_Cubemap;
+UNITY_DECLARE_TEXCUBE(Custom_Cubemap);
+
void getVertexLightColor(inout v2f i)
{
#if defined(VERTEXLIGHT_ON)
@@ -206,10 +209,18 @@ UnityIndirect GetIndirect(v2f i, float3 view_dir, float smoothness) {
// There's a nonlinear relationship between mipmap level and roughness.
float roughness = 1 - smoothness;
roughness *= 1.7 - .7 * roughness;
- float3 env_sample = UNITY_SAMPLE_TEXCUBE_LOD(
- unity_SpecCube0,
- reflect_dir,
- roughness * UNITY_SPECCUBE_LOD_STEPS);
+ float3 env_sample;
+ if (Enable_Custom_Cubemap) {
+ env_sample = UNITY_SAMPLE_TEXCUBE_LOD(
+ Custom_Cubemap,
+ reflect_dir,
+ roughness * UNITY_SPECCUBE_LOD_STEPS);
+ } else {
+ env_sample = UNITY_SAMPLE_TEXCUBE_LOD(
+ unity_SpecCube0,
+ reflect_dir,
+ roughness * UNITY_SPECCUBE_LOD_STEPS);
+ }
indirect.specular = env_sample;
#endif