1.CubeMap:有六个面的贴图组成
- 假反射:反射天空盒子
(1)正常UV采样:
(2)Cube的采样:利用反射角采样,反射角X和Cube的交点采样
cs
Shader "Custom/TestReflect"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_CubeMap("Cube Map",CUBE) = "" {}
_CubePower("Cube Power",float) = 0.5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Lambert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
samplerCUBE _CubeMap;
struct Input
{
float2 uv_MainTex;
float3 worldRefl;
};
fixed4 _Color;
float _CubePower;
void surf (Input IN, inout SurfaceOutput o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Emission = texCUBE(_CubeMap,IN.worldRefl).rgb*_CubePower;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
3.真反射:立方体上直接反映场景中的所有渲染的东西,都反射显示到cube上了,非常 消耗性能
(1)创建一个RenderTexture:
(2)主相机上的Target Texture设置为RenderTexture:
(3)需要反射的立方体的材质球上的贴图设置为RenderTexture: