#ifndef PFRESNEL_INCLUDED #define PFRESNEL_INCLUDED #include "PUniforms.cginc" void CalculateFresnelFactor(float3 worldPos, float3 worldNormal, out half fresnel) { float3 worldViewDir = normalize(_WorldSpaceCameraPos.xyz - worldPos); half vDotN = dot(worldViewDir, worldNormal); fresnel = saturate(pow(max(0, 1 - vDotN), _FresnelStrength)) - _FresnelBias; } #endif