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Question by orleg01 · Apr 12, 2016 at 04:42 PM · shadermeshvertexnormalfragment

how can i catch the sky box and do a reflection in object

hi i want to create a sea that will reflect my sky box
here is my c# code :

 using UnityEngine;
 using System.Collections.Generic;

 [RequireComponent(typeof(MeshFilter))]
 [RequireComponent(typeof(MeshRenderer))]
 public class WaterMesh : MonoBehaviour {

 public int resX;
 public int resY;


 private Vector2[] getUv(){
     List<Vector2> allDots = new List<Vector2>();
     for (int i = 0; i < resX; i++)
     {
         for (int j = 0; j < resY; j++)
         {
             allDots.Add(new Vector3((float)i/(resX - 1), (float)j/(resY-1)));
         }
     }
     return allDots.ToArray();
 }
 private Vector3[] getDotes() {
     List<Vector3> allDots = new List<Vector3>();
     for (int i = 0; i < resX; i++) {
         for (int j = 0; j < resY; j++) {
             allDots.Add(new Vector3(i , 0 , j));
         }
     }
     return allDots.ToArray();
 }
 private int[] getIndex() {
     List<int> indexesToReturn = new List<int>();
     for (int i = 0; i < resX - 1; i++) {
         for (int j = 0; j < resY - 1; j++) {
             indexesToReturn.Add(i + (j * resX));
             indexesToReturn.Add(i + (j * resX) + 1);
             indexesToReturn.Add(i + ((j + 1) * resX));
             indexesToReturn.Add(i + (j * resX) + 1);
             indexesToReturn.Add(i + ((j + 1) * resX) + 1);
             indexesToReturn.Add(i + ((j + 1) * resX));
         }
     }
     return indexesToReturn.ToArray();
 }

 private Vector3[] getNormal() {
     Vector3[] normals = new Vector3[resX * resY];
     for (int i = 0; i < normals.Length; i++)
         normals[i] = new Vector3(0, 1, 0);
     return normals;
 }



 // Use this for initialization
 void Start () {
     Mesh mesh = new Mesh();

     Vector3[] dotes = getDotes();
     Vector2[] uv = getUv();
     int[] indexes = getIndex();

     mesh.vertices = dotes;
     mesh.uv = uv;
     mesh.triangles = indexes;
     mesh.normals = getNormal();

     GetComponent<MeshFilter>().mesh = mesh;

 }
 
 // Update is called once per frame
 void Update () {
 
 }
  }

here is my shader code :

 Shader "Unlit/WaterShader"
 {
 Properties
 {
     _MainTex ("Texture", 2D) = "white" {}
     _heightImageOne("Height1" , 2D) = "white"{}
     _heightImageTwo("Height2" , 2D) = "white"{}
     _height("height",FLOAT) = 10
     _scale("scale",FLOAT) = 1

 }
 SubShader
 {
     Tags { "RenderType"="Opaque" }
     LOD 100

     Pass
     {
         CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
         // make fog work
         #pragma multi_compile_fog
         
         #include "UnityCG.cginc"

         struct appdata
         {
             float4 vertex : POSITION;
             float2 uv : TEXCOORD0;
         };

         struct v2f
         {
             float2 uv : TEXCOORD0;
             float3 normal : TEXCOORD1;
             UNITY_FOG_COORDS(1)
             float4 vertex : SV_POSITION;
             float3 worldPos : TEXCOORD2;
         };

         sampler2D _MainTex;
         sampler2D _heightImageOne;
         sampler2D _heightImageTwo;
         float4 _MainTex_ST;
         float _height;
         float _scale;

         float getHeight(float2 cord)
         {
             float flow = _Time;
             return (tex2Dlod(_heightImageOne, float4(cord + float2(flow, flow), 0, 0)).y * _height) +
                     (tex2Dlod(_heightImageTwo, float4(cord + float2(-flow, -flow), 0, 0)).y * _height);
         }

         v2f vert (appdata v) 
         {
             v2f o;
             float myHeight, leftHeight, forwardHeight;
             myHeight = v.vertex.y = getHeight(v.uv.xy);
             o.worldPos = mul(_Object2World, v.vertex).xyz;
             o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
             o.uv = TRANSFORM_TEX(v.uv, _MainTex);
             UNITY_TRANSFER_FOG(o,o.vertex);
             v.uv *= _scale;
             leftHeight = getHeight(float2(v.uv.x + 0.005f , v.uv.y)) - myHeight;
             forwardHeight = getHeight(float2(v.uv.x , v.uv.y + 0.005f)) - myHeight;
             o.normal = normalize(cross(normalize(float3(v.uv , 0) + float3(leftHeight, 0, 0)) , normalize(float3(v.uv, 0) + float3(0, 0, forwardHeight))));
             return o;
         }
         
         fixed4 frag (v2f i) : SV_Target
         {
             half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
             half3 worldRefl = reflect(-worldViewDir, i.normal);
             half4 skyData = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, worldRefl);
             half3 skyColor = DecodeHDR(skyData, unity_SpecCube0_HDR);
             // sample the texture
             fixed4 col = 0;
             col.rgb = skyColor;
             // apply fog

             UNITY_APPLY_FOG(i.fogCoord, col);
             return col;
         }
         ENDCG
     }
 }
 }


the part of code that needed to catch the sky box and reflect it is mostly copy past from unity site and its still not working can anyone know why?

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