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  1. Shader "MyShader/PBRDiffuseAlphaSpecial"
  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, 1)) = 1
  12. _LMcolScale("LMcol Scale", Range(1, 5)) = 1
  13. _MCScale("MCScale Scale", Range(0, 2)) = 0.5
  14. //_GlobalSceneAlpha ("GlobalSceneAlpha", Float) = 1.0
  15. }
  16. SubShader
  17. {
  18. LOD 300
  19. Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
  20. Cull Off
  21. Blend SrcAlpha OneMinusSrcAlpha
  22. ZWrite Off
  23. Pass
  24. {
  25. CGPROGRAM
  26. #pragma vertex vert
  27. #pragma fragment frag
  28. #pragma multi_compile_fog
  29. #include "UnityCG.cginc"
  30. struct appdataInput
  31. {
  32. float4 vertex : POSITION;
  33. float2 uv : TEXCOORD0;
  34. float2 uv1 : TEXCOORD1;
  35. float3 normal:NORMAL;
  36. float4 tangent : TANGENT;
  37. };
  38. struct v2f
  39. {
  40. float4 pos : SV_POSITION;
  41. float4 uv : TEXCOORD0;
  42. float4 posWorld : TEXCOORD1;
  43. float3 normalDir : TEXCOORD2;
  44. float3 tangentDir : TEXCOORD3;
  45. float3 bitangentDir : TEXCOORD4;
  46. UNITY_FOG_COORDS(5)
  47. };
  48. sampler2D _MainTex, _MaskTex, _Normal;
  49. float _EmissionRatio;
  50. float4 _Color;
  51. float4 _GlobalLightColor, _GlobalLightDir;
  52. half _RoughnessScale, _MetallicScale, _LMcolScale, _MCScale;
  53. half _GlobalSceneAlpha;
  54. half GGX_Mobile(half Roughness, half NoH)
  55. {
  56. float OneMinusNoHSqr = 1.0 - NoH * NoH;
  57. half a = Roughness * Roughness;
  58. float n = NoH * a;
  59. float p = a / (OneMinusNoHSqr + n * n);
  60. float d = min(32, p * p);
  61. return d;
  62. }
  63. half3 EnvBRDFApprox(half3 SpecularColor, half Roughness, half NoV)
  64. {
  65. const half4 c0 = { -1, -0.0275, -0.572, 0.022 };
  66. const half4 c1 = { 1, 0.0425, 1.04, -0.04 };
  67. half4 r = Roughness * c0 + c1;
  68. half a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;
  69. half2 AB = half2(-1.04, 1.04) * a004 + r.zw;
  70. AB.y *= saturate(50.0 * SpecularColor.g);
  71. return SpecularColor * AB.x + AB.y;
  72. }
  73. v2f vert(appdataInput v)
  74. {
  75. v2f o;
  76. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  77. o.pos = mul(UNITY_MATRIX_VP, o.posWorld);
  78. o.uv.xy = v.uv;
  79. o.uv.zw = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
  80. o.normalDir = UnityObjectToWorldNormal(v.normal);
  81. o.tangentDir = normalize(mul((float3x3)unity_ObjectToWorld, v.tangent.xyz));
  82. o.bitangentDir = cross(o.normalDir, o.tangentDir) * v.tangent.w;
  83. UNITY_TRANSFER_FOG(o, o.pos);
  84. return o;
  85. }
  86. float4 frag(v2f i) : SV_Target
  87. {
  88. float3 mainColor = tex2D(_MainTex, i.uv.xy).rgb;
  89. mainColor *= mainColor;
  90. float4 maskColor = tex2D(_MaskTex, i.uv.xy);
  91. float3 V = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  92. float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
  93. float3 N = UnpackNormal(tex2D(_Normal, i.uv.xy));
  94. N = normalize(mul(N, tangentTransform));
  95. //float3 R = reflect(-V, i.normalDir);
  96. float Metallic = maskColor.r * _MetallicScale;
  97. float Roughness = max(maskColor.g, 0.008) * _RoughnessScale;
  98. float3 DiffuseColor = mainColor - mainColor * Metallic;
  99. float3 SpecularColor0 = (0.04 - 0.04 * Metallic) + mainColor * Metallic;
  100. float3 L = _GlobalLightDir.xyz; //;
  101. float3 H = normalize(L + V);
  102. float4 resultColor = 0;
  103. float NdotL = max(dot(N, L), 0.001);
  104. float NdotV = max(dot(N, V), 0.001);
  105. float NdotH = max(dot(N, H), 0.01);
  106. float3 SpecularColor = SpecularColor0 *0.9;//EnvBRDFApprox(SpecularColor0, Roughness, NdotV);
  107. float3 specular = SpecularColor * (Roughness * 0.25 + 0.25) * GGX_Mobile(Roughness, NdotH);
  108. resultColor.rgb = (DiffuseColor + specular) * _GlobalLightColor * NdotL;
  109. float3 lmCol = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv.zw));
  110. float3 lmGray = Luminance(lmCol.rgb) * _LMcolScale;
  111. resultColor.rgb += lmCol.rgb * lmCol.rgb * mainColor.rgb * lmGray * lmGray;
  112. resultColor.rgb += maskColor.b * mainColor * _EmissionRatio;
  113. resultColor.rgb = sqrt(resultColor.rgb);
  114. resultColor.rgb *= (_MCScale* _Color.rgb);
  115. UNITY_APPLY_FOG(i.fogCoord, resultColor);
  116. resultColor.a = 1*_GlobalSceneAlpha;
  117. return resultColor;
  118. }
  119. ENDCG
  120. }
  121. }
  122. Fallback "Diffuse"
  123. }