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130 rindas
3.6 KiB

pirms 1 mēnesi
  1. Shader "SuYou/PDRDiffuse"
  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, 10)) = 1
  10. }
  11. SubShader
  12. {
  13. Tags{ "RenderType" = "Opaque" }
  14. Pass
  15. {
  16. CGPROGRAM
  17. #pragma vertex vert
  18. #pragma fragment frag
  19. #include "UnityCG.cginc"
  20. struct appdataInput
  21. {
  22. float4 vertex : POSITION;
  23. float2 uv : TEXCOORD0;
  24. float2 uv1 : TEXCOORD1;
  25. float3 normal:NORMAL;
  26. float4 tangent : TANGENT;
  27. };
  28. struct v2f
  29. {
  30. float4 pos : SV_POSITION;
  31. float4 uv : TEXCOORD0;
  32. float4 posWorld : TEXCOORD1;
  33. float3 normalDir : TEXCOORD2;
  34. float3 tangentDir : TEXCOORD3;
  35. float3 bitangentDir : TEXCOORD4;
  36. };
  37. sampler2D _MainTex, _MaskTex, _Normal;
  38. float _EmissionRatio;
  39. float4 _Color;
  40. float4 _GlobalLightColor, _GlobalLightDir;
  41. half GGX_Mobile(half Roughness, half NoH)
  42. {
  43. float OneMinusNoHSqr = 1.0 - NoH * NoH;
  44. half a = Roughness * Roughness;
  45. float n = NoH * a;
  46. float p = a / (OneMinusNoHSqr + n * n);
  47. float d = min(32, p * p);
  48. return d;
  49. }
  50. half3 EnvBRDFApprox(half3 SpecularColor, half Roughness, half NoV)
  51. {
  52. const half4 c0 = { -1, -0.0275, -0.572, 0.022 };
  53. const half4 c1 = { 1, 0.0425, 1.04, -0.04 };
  54. half4 r = Roughness * c0 + c1;
  55. half a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;
  56. half2 AB = half2(-1.04, 1.04) * a004 + r.zw;
  57. AB.y *= saturate(50.0 * SpecularColor.g);
  58. return SpecularColor * AB.x + AB.y;
  59. }
  60. v2f vert(appdataInput v)
  61. {
  62. v2f o;
  63. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  64. o.pos = mul(UNITY_MATRIX_VP, o.posWorld);
  65. o.uv.xy = v.uv;
  66. o.uv.zw = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
  67. o.normalDir = UnityObjectToWorldNormal(v.normal);
  68. o.tangentDir = normalize(mul((float3x3)unity_ObjectToWorld, v.tangent.xyz));
  69. o.bitangentDir = cross(o.normalDir, o.tangentDir) * v.tangent.w;
  70. return o;
  71. }
  72. float4 frag(v2f i) : SV_Target
  73. {
  74. float3 mainColor = tex2D(_MainTex, i.uv.xy).rgb;
  75. mainColor *= mainColor;
  76. float4 maskColor = tex2D(_MaskTex, i.uv.xy);
  77. float3 V = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  78. float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
  79. float3 N = UnpackNormal(tex2D(_Normal, i.uv.xy));
  80. N = normalize(mul(N, tangentTransform));
  81. float3 R = reflect(-V, i.normalDir);
  82. float Metallic = maskColor.r;
  83. float Roughness = max(maskColor.g, 0.008);
  84. float3 DiffuseColor = mainColor - mainColor * Metallic;
  85. float3 SpecularColor0 = (0.04 - 0.04 * Metallic) + mainColor * Metallic;
  86. float3 L = _GlobalLightDir.xyz; //;
  87. float3 H = normalize(L + V);
  88. float4 resultColor = 0;
  89. float NdotL = max(dot(N, L), 0.0001);
  90. float NdotV = max(dot(N, V), 0.0001);
  91. float NdotH = max(dot(N, H), 0.01);
  92. float3 SpecularColor = EnvBRDFApprox(SpecularColor0, Roughness, NdotV);
  93. float3 specular = SpecularColor * (Roughness * 0.25 + 0.25) * GGX_Mobile(Roughness, NdotH);
  94. resultColor.rgb = (DiffuseColor + specular) * _GlobalLightColor * NdotL;
  95. float3 lmCol = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv.zw));
  96. resultColor.rgb += lmCol.rgb * lmCol.rgb * mainColor.rgb;
  97. resultColor.rgb += maskColor.b * mainColor * _EmissionRatio;
  98. resultColor.rgb = sqrt(resultColor.rgb);
  99. resultColor.rgb *= (2.0 * _Color.rgb);
  100. resultColor.a = 1;
  101. return resultColor;
  102. }
  103. ENDCG
  104. }
  105. }
  106. }