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- //����ͷ��ʹ�õ�shader����pdr1�ȶ�������ӰЧ����ͷ����Ⱦ����ҪUI�ĵƹ�Ч��
- Shader "SuYou/PDR1UI"
- {
- Properties
- {
- _MainTex("Base 2D", 2D) = "white"{}
- _MaskTex("Mask 2D", 2D) = "white"{}
- _Normal("Normal", 2D) = "white"{}
- _EmissionRatio("EmissionRatio", Range(0, 100)) = 1
- _EnvRatio("_EnvRatio", Range(0, 2)) = 0.4
- }
-
- SubShader
- {
- Tags{ "Queue" = "AlphaTest+50" "RenderType" = "Opaque" }
- Pass
- {
- Blend SrcAlpha OneMinusSrcAlpha, Zero Zero
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "CommonCg.cginc"
-
- struct appdataInput
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- float3 normal:NORMAL;
- float4 tangent : TANGENT;
- };
-
- struct v2f
- {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- float4 posWorld : TEXCOORD1;
- float3 normalDir : TEXCOORD2;
- float3 tangentDir : TEXCOORD3;
- float3 bitangentDir : TEXCOORD4;
- };
-
- sampler2D _MainTex, _MaskTex, _Normal;
- float _EmissionRatio, _EnvRatio;
-
- v2f vert(appdataInput v)
- {
- v2f o;
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- o.pos = mul(UNITY_MATRIX_VP, o.posWorld);
- o.uv = v.uv;
-
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- o.tangentDir = normalize(mul((float3x3)unity_ObjectToWorld, v.tangent.xyz));
- o.bitangentDir = cross(o.normalDir, o.tangentDir) * v.tangent.w;
-
- return o;
- }
-
- float4 frag(v2f i) : SV_Target
- {
- float3 mainColor = tex2D(_MainTex, i.uv).rgb;
- mainColor *= mainColor;
- float4 maskColor = tex2D(_MaskTex, i.uv);
-
- float3 V = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
-
- float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
- float3 N = UnpackNormal(tex2D(_Normal, i.uv));
- N = normalize(mul(N, tangentTransform));
-
- float Metallic = maskColor.r;
- float Roughness = max(maskColor.g, 0.008);
-
-
- half Specular = 0.5;
- half DielectricSpecular = 0.08 * Specular;
- float3 DiffuseColor = mainColor - mainColor * Metallic;
- float3 SpecularColor0 = (DielectricSpecular - DielectricSpecular * Metallic) + mainColor * Metallic;
-
- float3 L = _GlobalLightDir1.xyz;
- float3 H = normalize(L + V);
-
- float4 resultColor = 0;
- float NdotL = max(dot(N, L), 0.0001);
- float NdotV = max(dot(N, V), 0.0001);
- float NdotH = max(dot(N, H), 0.01);
- float3 SpecularColor = EnvBRDFApprox(SpecularColor0, Roughness, NdotV);
- float3 specular = SpecularColor * (Roughness * 0.25 + 0.25) * GGX_Mobile(Roughness, NdotH);
- resultColor.rgb = (DiffuseColor + specular) * _GlobalDirColor * NdotL;
-
- resultColor.rgb += _EnvRatio * mainColor;
- resultColor.rgb += maskColor.b * mainColor * _EmissionRatio;
- resultColor.rgb = sqrt(resultColor.rgb);
-
- resultColor.a = 1;
- return resultColor;
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
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