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  1. Shader "MyShader/PDRDiffuse4"
  2. {
  3. Properties
  4. {
  5. _Color("MainColor", Color) = (0.5,0.5,0.5,1)
  6. _MainTex("Base 2D", 2D) = "white"{}
  7. _MaskTex("Mask 2D", 2D) = "white"{}
  8. _Normal("Normal", 2D) = "white"{}
  9. _EmissionRatio("EmissionRatio", Range(0, 30)) = 1
  10. _RoughnessScale("Roughness Scale", Range(0, 2)) = 1
  11. _MetallicScale("Metallic Scale", Range(0, 5)) = 1
  12. _LMcolScale("LMcol Scale", Range(1, 5)) = 1
  13. _MCScale("MCScale Scale", Range(0, 2)) = 0.5
  14. }
  15. SubShader
  16. {
  17. LOD 300
  18. Tags{ "RenderType" = "Opaque" }
  19. Pass
  20. {
  21. CGPROGRAM
  22. #pragma vertex vert
  23. #pragma fragment frag
  24. #pragma multi_compile_fog
  25. #include "UnityCG.cginc"
  26. struct appdataInput
  27. {
  28. float4 vertex : POSITION;
  29. float2 uv : TEXCOORD0;
  30. float2 uv1 : TEXCOORD1;
  31. float3 normal:NORMAL;
  32. float4 tangent : TANGENT;
  33. };
  34. struct v2f
  35. {
  36. float4 pos : SV_POSITION;
  37. float4 uv : TEXCOORD0;
  38. float4 posWorld : TEXCOORD1;
  39. float3 normalDir : TEXCOORD2;
  40. float3 tangentDir : TEXCOORD3;
  41. float3 bitangentDir : TEXCOORD4;
  42. UNITY_FOG_COORDS(5)
  43. };
  44. sampler2D _MainTex, _MaskTex, _Normal;
  45. float _EmissionRatio;
  46. float4 _Color;
  47. float4 _GlobalLightColor, _GlobalLightDir;
  48. half _RoughnessScale, _MetallicScale, _LMcolScale, _MCScale;
  49. half GGX_Mobile(half Roughness, half NoH)
  50. {
  51. float OneMinusNoHSqr = 1.0 - NoH * NoH;
  52. half a = Roughness * Roughness;
  53. float n = NoH * a;
  54. float p = a / (OneMinusNoHSqr + n * n);
  55. float d = min(32, p * p);
  56. return d;
  57. }
  58. half3 EnvBRDFApprox(half3 SpecularColor, half Roughness, half NoV)
  59. {
  60. const half4 c0 = { -1, -0.0275, -0.572, 0.022 };
  61. const half4 c1 = { 1, 0.0425, 1.04, -0.04 };
  62. half4 r = Roughness * c0 + c1;
  63. half a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;
  64. half2 AB = half2(-1.04, 1.04) * a004 + r.zw;
  65. AB.y *= saturate(50.0 * SpecularColor.g);
  66. return SpecularColor * AB.x + AB.y;
  67. }
  68. v2f vert(appdataInput v)
  69. {
  70. v2f o;
  71. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  72. o.pos = mul(UNITY_MATRIX_VP, o.posWorld);
  73. o.uv.xy = v.uv;
  74. o.uv.zw = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
  75. o.normalDir = UnityObjectToWorldNormal(v.normal);
  76. o.tangentDir = normalize(mul((float3x3)unity_ObjectToWorld, v.tangent.xyz));
  77. o.bitangentDir = cross(o.normalDir, o.tangentDir) * v.tangent.w;
  78. UNITY_TRANSFER_FOG(o, o.pos);
  79. return o;
  80. }
  81. float4 frag(v2f i) : SV_Target
  82. {
  83. float3 mainColor = tex2D(_MainTex, i.uv.xy).rgb;
  84. mainColor *= mainColor;
  85. float4 maskColor = tex2D(_MaskTex, i.uv.xy);
  86. float3 V = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  87. float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
  88. float3 N = UnpackNormal(tex2D(_Normal, i.uv.xy));
  89. N = normalize(mul(N, tangentTransform));
  90. //float3 R = reflect(-V, i.normalDir);
  91. float Metallic = maskColor.r * _MetallicScale;
  92. float Roughness = max(maskColor.g, 0.008) * _RoughnessScale;
  93. float3 DiffuseColor = mainColor - mainColor * Metallic;
  94. float3 SpecularColor0 = (0.04 - 0.04 * Metallic) + mainColor * Metallic;
  95. float3 L = _GlobalLightDir.xyz; //;
  96. float3 H = normalize(L + V);
  97. float4 resultColor = 0;
  98. float NdotL = max(dot(N, L), 0.001);
  99. float NdotV = max(dot(N, V), 0.001);
  100. float NdotH = max(dot(N, H), 0.01);
  101. float3 SpecularColor = SpecularColor0 *0.9;//EnvBRDFApprox(SpecularColor0, Roughness, NdotV);
  102. float3 specular = SpecularColor * (Roughness * 0.25 + 0.25) * GGX_Mobile(Roughness, NdotH);
  103. resultColor.rgb = (DiffuseColor + specular) * _GlobalLightColor * NdotL;
  104. float3 lmCol = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv.zw));
  105. float3 lmGray = Luminance(lmCol.rgb) * _LMcolScale;
  106. resultColor.rgb += lmCol.rgb * lmCol.rgb * mainColor.rgb * lmGray * lmGray;
  107. resultColor.rgb += maskColor.b * mainColor * _EmissionRatio;
  108. resultColor.rgb = sqrt(resultColor.rgb);
  109. resultColor.rgb *= (_MCScale* _Color.rgb);
  110. //resultColor = clamp(resultColor, 0.0, 10.0);
  111. UNITY_APPLY_FOG(i.fogCoord, resultColor);
  112. resultColor.a = 1;
  113. return resultColor;
  114. }
  115. ENDCG
  116. }
  117. }
  118. Fallback "Diffuse"
  119. }