源战役客户端
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  1. Shader "SuYou/PDR3Alpha"
  2. {
  3. Properties
  4. {
  5. _MainTex("Base 2D", 2D) = "white"{}
  6. _MaskTex("Mask 2D", 2D) = "white"{}
  7. _Normal("Normal", 2D) = "white"{}
  8. _EnvTex("Env Texture", Cube) = "" {}
  9. _CameraLightColor("CameraLightColor", Color) = (0.9,0.9,0.9,1)
  10. _EmissionRatio("EmissionRatio", Range(0, 100)) = 1
  11. _EnvTexRatio("EnvTexRatio", Range(0, 2)) = 1
  12. _EnvRatio("_EnvRatio", Range(0, 2)) = 0.0
  13. }
  14. CGINCLUDE
  15. #include "UnityCG.cginc"
  16. #include "CommonCg.cginc"
  17. sampler2D _MainTex, _MaskTex, _Normal;
  18. samplerCUBE _EnvTex;
  19. float _EnvTexRatio, _EmissionRatio, _EnvRatio;
  20. float4 _CameraLightColor;
  21. /*float4 _GlobalLightDir, _GlobalLightDir1;
  22. float4 _GlobalDirColor, _GlobalPointColor0, _GlobalPointColor1, _GlobalPointColor2, _GlobalPointColor3;
  23. float4 _GlobalPointX, _GlobalPointY, _GlobalPointZ, _GlobalPointAtten;*/
  24. struct appdataInput
  25. {
  26. float4 vertex : POSITION;
  27. float2 uv : TEXCOORD0;
  28. float3 normal:NORMAL;
  29. float4 tangent : TANGENT;
  30. };
  31. struct v2f
  32. {
  33. float4 pos : SV_POSITION;
  34. float2 uv : TEXCOORD0;
  35. float4 posWorld : TEXCOORD1;
  36. float3 normalDir : TEXCOORD2;
  37. float3 tangentDir : TEXCOORD3;
  38. float3 bitangentDir : TEXCOORD4;
  39. };
  40. v2f vert(appdataInput v)
  41. {
  42. v2f o;
  43. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  44. o.pos = mul(UNITY_MATRIX_VP, o.posWorld);
  45. o.uv = v.uv;
  46. o.normalDir = UnityObjectToWorldNormal(v.normal);
  47. o.tangentDir = normalize(mul((float3x3)unity_ObjectToWorld, v.tangent.xyz));
  48. o.bitangentDir = cross(o.normalDir, o.tangentDir) * v.tangent.w;
  49. return o;
  50. }
  51. float4 frag(v2f i) : SV_Target
  52. {
  53. float4 cc = tex2D(_MainTex, i.uv);
  54. float3 mainColor = cc.rgb;
  55. mainColor *= mainColor;
  56. float4 maskColor = tex2D(_MaskTex, i.uv);
  57. float3 V = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  58. float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
  59. float3 N = UnpackNormal(tex2D(_Normal, i.uv));
  60. N = normalize(mul(N, tangentTransform));
  61. float3 R = reflect(-V, N);
  62. float Metallic = maskColor.r;
  63. float Roughness = max(maskColor.g, 0.008);
  64. //half3 DiffuseColor = mainColor;
  65. //half SpecularColor0 = 0.04;
  66. half Specular = 0.5;
  67. half DielectricSpecular = 0.08 * Specular;
  68. float3 DiffuseColor = mainColor - mainColor * Metallic;
  69. float3 SpecularColor0 = (DielectricSpecular - DielectricSpecular * Metallic) + mainColor * Metallic;
  70. float3 L = _GlobalLightDir.xyz; //;
  71. float3 H = normalize(L + V);
  72. float4 resultColor = 0;
  73. float NdotL = max(dot(N, L), 0.0001);
  74. float NdotV = max(dot(N, V), 0.0001);
  75. float NdotH = max(dot(N, H), 0.01);
  76. float3 SpecularColor = EnvBRDFApprox(SpecularColor0, Roughness, NdotV);
  77. float3 specular = SpecularColor * (Roughness * 0.25 + 0.25) * GGX_Mobile(Roughness, NdotH);
  78. resultColor.rgb = (DiffuseColor + specular) * _CameraLightColor * NdotL;
  79. L = _GlobalLightDir1.xyz;
  80. H = normalize(L + V);
  81. NdotL = max(dot(N, L), 0.0001);
  82. NdotH = max(dot(N, H), 0.01);
  83. specular = SpecularColor * (Roughness * 0.25 + 0.25) * GGX_Mobile(Roughness, NdotH);
  84. resultColor.rgb += (DiffuseColor + specular) * _GlobalDirColor * NdotL;
  85. resultColor.rgb += BRDFPointLights(i.posWorld.xyz, V, N, DiffuseColor, SpecularColor0, Roughness);
  86. float mipIndex = Roughness * 6;
  87. float4 rgbm = texCUBElod(_EnvTex, float4(R, mipIndex));
  88. float3 ibl = rgbm.rgb * 2;
  89. ibl *= ibl;
  90. //resultColor.rgb += ibl * SpecularColor * _EnvTexRatio * maskColor.a;
  91. //����
  92. resultColor.rgb += ibl * SpecularColor0 * _EnvTexRatio * maskColor.a;
  93. //������ӳ��Щ͸�����ӵ�Ч�������룬�ο���pdr1����
  94. resultColor.rgb += _EnvRatio * mainColor;
  95. resultColor.rgb += maskColor.b * mainColor * _EmissionRatio;
  96. resultColor.rgb = sqrt(resultColor.rgb);
  97. resultColor.a = cc.a;
  98. return resultColor;
  99. }
  100. ENDCG
  101. SubShader
  102. {
  103. Tags{ "Queue" = "AlphaTest+100" "RenderType" = "Transparent" }
  104. //Blend SrcAlpha OneMinusSrcAlpha
  105. Blend SrcAlpha OneMinusSrcAlpha, Zero Zero
  106. Pass
  107. {
  108. Cull Front
  109. //ZWrite Off
  110. CGPROGRAM
  111. #pragma vertex vert
  112. #pragma fragment frag
  113. ENDCG
  114. }
  115. Pass
  116. {
  117. Cull Back
  118. //ZWrite Off
  119. CGPROGRAM
  120. #pragma vertex vert
  121. #pragma fragment frag
  122. ENDCG
  123. }
  124. }
  125. }