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"
}