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Question by angi · Dec 14, 2010 at 02:47 PM · shaderreflection

fresnel/rim reflective shader

Hi there!

I've got a simple reflective shader (thanks to skovacs1):

Shader "Example/WorldRefl" {  
    Properties {  
      _MainTex ("Texture", 2D) = "white" {}  
      _Cube ("Cubemap", CUBE) = "" {}  
    }  
    SubShader {  
      Tags { "RenderType" = "Opaque" }  
      CGPROGRAM  
      #pragma surface surf Lambert  
      struct Input {  
          float2 uv_MainTex;  
          float3 worldRefl;  
      };  
      sampler2D _MainTex;  
      samplerCUBE _Cube;  
      void surf (Input IN, inout SurfaceOutput o) {  
          o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb * 0.5;  
          o.Emission = texCUBE (_Cube, IN.worldRefl).rgb;  
      }  
      ENDCG  
    }   
    Fallback "Diffuse"  
}  

Now I need to add a fresnel/rim filter to reduce the strength of reflection on the edges( depending on view direction). Can anyone help?

Thanks!

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Answer by dongiorgi · Dec 20, 2013 at 02:10 PM

here it is

Shader "Gios's Shaders/Defuse Bump frisnel" { Properties{ _MainTex("Diffuse Texture" , 2D) = "white"{} _BumpTex("Normal Map" , 2D) = "bump"{} _RimColor("Rim Color" , Color) = (1,1,1,1) _RimPower("Rim Power" , Range(0.1,10)) = 3

 }
 SubShader {
     Tags {"Rendertype" = "Opaque"}
     CGPROGRAM
     #pragma surface surf Lambert
     
     struct Input{
         float2 uv_MainTex;
         float3 viewDir;
     };
     
     sampler2D _MainTex;
     sampler2D _BumpTex;
     float4 _RimColor;
     float _RimPower;
     
     void surf(Input IN,inout SurfaceOutput o){
         fixed4 tex = tex2D (_MainTex, IN.uv_MainTex);
         o.Albedo = tex.rgb;
         o.Normal =  UnpackNormal (tex2D (_BumpTex, IN.uv_MainTex));
         half rim = 1 - saturate(dot(normalize(IN.viewDir), o.Normal));
         o.Emission = _RimColor.rgb * pow(rim, _RimPower);
     }
     ENDCG
 } 
 Fallback "Diffuse"

}

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