I'm new to shaders but I've been following some tutorials and I tried a LOT of things on this particular shader... to no avail.
I used the MirrorReflection4 (Link to the Shader) and I wanna add a alpha which I can control from outside because and also maybe to add a texture to tell the Reflection where on a plane it is allowed to make reflection.
Would be Awesome if somebody could help a amateur :)
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "FX/MirrorReflection"
{
Properties
{
_MainTex("Base (RGB)", 2D) = "white" {}
//_ReflectionAlpha("ReflectionAlpha", Range(0, 1)) = 0
[HideInInspector] _ReflectionTex("", 2D) = "white" {}
}
SubShader
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
LOD 1024
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float2 uv : TEXCOORD0;
float4 refl : TEXCOORD1;
float4 pos : SV_POSITION;
};
float4 _MainTex_ST;
v2f vert(float4 pos : POSITION, float2 uv : TEXCOORD0)
{
v2f o;
o.pos = UnityObjectToClipPos(pos);
o.uv = TRANSFORM_TEX(uv, _MainTex);
o.refl = ComputeScreenPos(o.pos);
return o;
}
sampler2D _MainTex;
sampler2D _ReflectionTex;
fixed4 frag(v2f i) : SV_Target
{
fixed4 tex = tex2D(_MainTex, i.uv);
fixed4 refl = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(i.refl));
return tex * refl;
}
ENDCG
}
}
}
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