源战役客户端
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  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. Shader "SuYou/MainRole"
  3. {
  4. Properties
  5. {
  6. _MainTex("Base 2D", 2D) = "white"{}
  7. _Mask("Mask Texture", 2D) = "white" {}
  8. _MatcapTex("Matcap Texture", 2D) = "white" {}
  9. _AmbientColor("AmbientColor", Color) = (0.69, 0.69,0.69,1)
  10. _SunColor("SunColor", Color) = (1, 1, 1,1)
  11. _DarkShadow("DarkShadow", Color) = (0.745, 0.619, 0.905,1)
  12. _BrightShadow("BrightShadow", Color) = (0.843, 0.843, 0.843,1)
  13. _RimColor("RimColor", Color) = (0.278, 0.443, 0.831, 1)
  14. _Shadownol1("Shadownol1", Range(0, 1)) = 1
  15. _Shadownol2("Shadownol2", Range(0, 1)) = 0.5
  16. _ShadowDir("ShadowDir", vector) = (0.5, 0, 0, 1)
  17. _RimDir("RimDir", vector) = (-0.977, -0.23, 0.212, 1)
  18. _MatcapScale1("MatcapScale1", float) = 1
  19. _MatcapScale2("MatcapScale2", float) = 1
  20. _Color("Color", Color) = (0.5,0.5,0.5,1)
  21. }
  22. SubShader
  23. {
  24. Tags{"RenderType" = "Opaque" }
  25. Cull Off
  26. Pass
  27. {
  28. Blend SrcAlpha OneMinusSrcAlpha
  29. CGPROGRAM
  30. #pragma vertex vert
  31. #pragma fragment frag
  32. // #pragma multi_compile __ _GAME_ON
  33. #include "UnityCG.cginc"
  34. uniform fixed4 _Color;
  35. struct appdataInput
  36. {
  37. float4 vertex : POSITION;
  38. float2 uv : TEXCOORD0;
  39. float3 normal:NORMAL;
  40. float4 tangent : TANGENT;
  41. };
  42. struct v2f
  43. {
  44. float4 pos : SV_POSITION;
  45. float2 uv : TEXCOORD0;
  46. float4 posWorld : TEXCOORD1;
  47. float3 normalDir : TEXCOORD2;
  48. float3 dir_rimlight : TEXCOORD3;
  49. float3 dir_shadow : TEXCOORD4;
  50. };
  51. float4 _ShadowDir, _RimDir;
  52. v2f vert(appdataInput v)
  53. {
  54. v2f o;
  55. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  56. o.pos = mul(UNITY_MATRIX_VP, o.posWorld);
  57. o.uv = v.uv;
  58. o.normalDir = mul((float3x3)unity_ObjectToWorld, v.normal);
  59. o.dir_rimlight = normalize(_RimDir.xyz);
  60. o.dir_shadow = normalize(_ShadowDir.xyz);
  61. return o;
  62. }
  63. sampler2D _MainTex, _Mask, _MatcapTex;
  64. float4 _AmbientColor, _SunColor, _BrightShadow, _DarkShadow, _RimColor;
  65. float _Shadownol1, _Shadownol2, _MatcapScale1, _MatcapScale2;
  66. float4 frag(v2f i) : SV_Target
  67. {
  68. float3 mainColor = tex2D(_MainTex, i.uv).rgb;
  69. float3 diffuse_fac = _SunColor + _AmbientColor.xyz;
  70. float3 diffuse = mainColor * 0.5 * 1.2784 * diffuse_fac;
  71. float3 N = normalize(i.normalDir);
  72. float3 L = i.dir_shadow.xyz;
  73. float4 resultColor;
  74. // #ifdef _GAME_ON
  75. // float3 baseColor = diffuse.rgb;
  76. // resultColor.rgb = baseColor;
  77. // #else
  78. float3 V = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  79. float NdotView = clamp(dot(N, V), 0, 1);
  80. float NdotshadowFactor = clamp(dot(L, N), 0, 1);
  81. float RimlightDotValue = clamp(dot(i.dir_rimlight, N), 0.0, 1.0);
  82. float Ndotshadow = smoothstep(_Shadownol1, _Shadownol2, NdotshadowFactor);
  83. float dif_illum = dot(diffuse, float3(0.299, 0.587, 0.114));
  84. float shadowshift = smoothstep(0.25, 0.74, dif_illum);
  85. float3 shadowColor = lerp(_DarkShadow.rgb, _BrightShadow.rgb, shadowshift);
  86. float3 baseColor = lerp(shadowColor * diffuse.rgb, diffuse.rgb, Ndotshadow);
  87. float rimdot = clamp(RimlightDotValue * (1.0 - NdotView), 0.0, 1.0);
  88. float rimffcal = smoothstep(0.35, 0.58, rimdot);
  89. float3 rim = rimffcal * diffuse * _RimColor.rgb;
  90. resultColor.rgb = baseColor + rim;
  91. // #endif
  92. float3 maskTemp = tex2D(_Mask, i.uv).rgb;
  93. float2 matcapuv = mul((float3x3)UNITY_MATRIX_V, N).xy;
  94. matcapuv.y = -matcapuv.y;
  95. matcapuv = matcapuv * 0.5 + 0.5;
  96. float3 matColor1 = tex2D(_MatcapTex, float2(matcapuv.x * 0.5, matcapuv.y)).rgb;
  97. float3 matColor2 = tex2D(_MatcapTex, float2(matcapuv.x * 0.5 + 0.5, matcapuv.y)).rgb;
  98. float matColor = (matColor1 * maskTemp.x * _MatcapScale1 + matColor2 * maskTemp.y * _MatcapScale2);
  99. resultColor.rgb += (matColor * diffuse + maskTemp.z * diffuse);
  100. resultColor.a = 1;
  101. return resultColor * _Color;
  102. }
  103. ENDCG
  104. }
  105. }
  106. }