diff options
| -rw-r--r-- | Shaders/PBS.shader | 3 | ||||
| -rw-r--r-- | Shaders/PBS_lighting.cginc | 19 | ||||
| -rw-r--r-- | Shaders/TaSTT_lighting_template.cginc | 19 | ||||
| -rw-r--r-- | Shaders/TaSTT_template.shader | 3 |
4 files changed, 36 insertions, 8 deletions
diff --git a/Shaders/PBS.shader b/Shaders/PBS.shader index ddcfd1f..e0b39da 100644 --- a/Shaders/PBS.shader +++ b/Shaders/PBS.shader @@ -12,6 +12,9 @@ BG_Emission_Mask("Background emission mask", 2D) = "black" {}
BG_Emission_Color("Background emission color", Color) = (0, 0, 0)
+ [MaterialToggle] Enable_Custom_Cubemap("Enable custom cubemap", float) = 0
+ Custom_Cubemap("Custom cubemap", Cube) = "" {}
+
// %TEMPLATE__UNITY_ROW_COL_PARAMS%
}
SubShader
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 diff --git a/Shaders/TaSTT_lighting_template.cginc b/Shaders/TaSTT_lighting_template.cginc index d2d4005..386a509 100644 --- a/Shaders/TaSTT_lighting_template.cginc +++ b/Shaders/TaSTT_lighting_template.cginc @@ -72,6 +72,9 @@ float Margin_Scale; float Margin_Rounding_Scale; float Enable_Margin_Effect_Squares; +float Enable_Custom_Cubemap; +UNITY_DECLARE_TEXCUBE(Custom_Cubemap); + // %TEMPLATE__CG_ROW_COL_CONSTANTS% float3 HUEtoRGB(in float H) @@ -398,10 +401,18 @@ 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 diff --git a/Shaders/TaSTT_template.shader b/Shaders/TaSTT_template.shader index db5d036..708300e 100644 --- a/Shaders/TaSTT_template.shader +++ b/Shaders/TaSTT_template.shader @@ -30,6 +30,9 @@ BG_Emission_Mask("Background emission mask", 2D) = "black" {}
BG_Emission_Color("Background emission color", Color) = (0, 0, 0)
+ [MaterialToggle] Enable_Custom_Cubemap("Enable custom cubemap", float) = 0
+ Custom_Cubemap("Custom cubemap", Cube) = "" {}
+
_Font_0x0000_0x1FFF ("_Font 0 (unicode 0x0000 - 0x1FFFF)", 2D) = "white" {}
_Font_0x2000_0x3FFF ("_Font 1 (unicode 0x2000 - 0x3FFFF)", 2D) = "white" {}
_Font_0x4000_0x5FFF ("_Font 2 (unicode 0x4000 - 0x5FFFF)", 2D) = "white" {}
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