Newer
Older
BlackoutClient / Assets / Shaders / WithCubeFalloff.shader
Shader "Custom/WithCubeFalloff"
{
    Properties
    {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
		_LightCube("Light Cubemap", CUBE) = "" {}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 200

        CGPROGRAM
        // Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf Standard fullforwardshadows

        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0

        sampler2D _MainTex;

        struct Input
        {
            float2 uv_MainTex;
			float3 worldPos;
        };

        half _Glossiness;
        half _Metallic;
        fixed4 _Color;

		uniform float4 _LightMapCameraPos;
		samplerCUBE _LightCube;

        // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
        // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
        // #pragma instancing_options assumeuniformscaling
        UNITY_INSTANCING_BUFFER_START(Props)
            // put more per-instance properties here
        UNITY_INSTANCING_BUFFER_END(Props)

        void surf (Input IN, inout SurfaceOutputStandard o)
        {
			float3 toFragment = IN.worldPos - _LightMapCameraPos.xyz;
			float3 toFragmentDir = normalize(toFragment);
			float3 distToFrag = length(toFragment);

			float4 sampleDist = fixed4(texCUBE(_LightCube, toFragmentDir).rgb, 1) * _LightMapCameraPos.w;

			float check = step(distToFrag - 0.0008, sampleDist);


            // Albedo comes from a texture tinted by color
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
			o.Albedo = check; // float3(check, check, check); // c.rgb; // *check;
            // Metallic and smoothness come from slider variables
			o.Metallic = 0; // _Metallic;
			o.Smoothness = 1; // _Glossiness;
			o.Alpha = 1; // c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}