Version: Unity 6.1 Alpha (6000.1)
Language : English
Mesh normals shader example in the Built-In Render Pipeline
Normal map texturing shader example in the Built-In Render Pipeline

Reflections shader example in the Built-In Render Pipeline

When a SkyboxA special type of Material used to represent skies. Usually six-sided. More info
See in Glossary
is used in the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
as a reflection source (see Lighting window), then essentially a “default” Reflection ProbeA rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. More info
See in Glossary
is created, containing the skybox data. A reflection probe is internally a CubemapA collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). More info
See in Glossary
texture; we will extend the world-space normals shaderA program that runs on the GPU. More info
See in Glossary
above to look into it.

The code is starting to get a bit involved by now. Of course, if you want shaders that automatically work with lights, shadows, reflections and the rest of the lighting system, it’s way easier to use surface shadersA streamlined way of writing shaders for the Built-in Render Pipeline. More info
See in Glossary
. This example is intended to show you how to use parts of the lighting system in a “manual” way.

Shader "Unlit/SkyReflection"
{
    SubShader
    {
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct v2f {
                half3 worldRefl : TEXCOORD0;
                float4 pos : SV_POSITION;
            };

            v2f vert (float4 vertex : POSITION, float3 normal : NORMAL)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(vertex);
                // compute world space position of the vertex
                float3 worldPos = mul(_Object2World, vertex).xyz;
                // compute world space view direction
                float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
                // world space normal
                float3 worldNormal = UnityObjectToWorldNormal(normal);
                // world space reflection vector
                o.worldRefl = reflect(-worldViewDir, worldNormal);
                return o;
            }
        
            fixed4 frag (v2f i) : SV_Target
            {
                // sample the default reflection cubemap, using the reflection vector
                half4 skyData = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, i.worldRefl);
                // decode cubemap data into actual color
                half3 skyColor = DecodeHDR (skyData, unity_SpecCube0_HDR);
                // output it!
                fixed4 c = 0;
                c.rgb = skyColor;
                return c;
            }
            ENDCG
        }
    }
}

The example above uses several things from the built-in shader include files:

  • unity_SpecCube0, unity_SpecCube0_HDR, Object2World, UNITY_MATRIX_MVP from the built-in shader variables. unity_SpecCube0 contains data for the active reflection probe.
  • UNITY_SAMPLE_TEXCUBE is a built-in macro to sample a cubemap. Most regular cubemaps are declared and used using standard HLSL syntax (samplerCUBE and texCUBE), however the reflection probe cubemaps in Unity are declared in a special way to save on sampler slots. If you don’t know what that is, don’t worry, just know that in order to use unity_SpecCube0 cubemap you have to use UNITY_SAMPLE_TEXCUBE macro.
  • UnityWorldSpaceViewDir function from UnityCG.cginc, and DecodeHDR function from the same file. The latter is used to get actual color from the reflection probe data – since Unity stores reflection probe cubemap in specially encoded way.
  • reflect is just a built-in HLSL function to compute vector reflection around a given normal.
Mesh normals shader example in the Built-In Render Pipeline
Normal map texturing shader example in the Built-In Render Pipeline