Shader "MyShader/PDRDiffuse4" { Properties { _Color("MainColor", Color) = (0.5,0.5,0.5,1) _MainTex("Base 2D", 2D) = "white"{} _MaskTex("Mask 2D", 2D) = "white"{} _Normal("Normal", 2D) = "white"{} _EmissionRatio("EmissionRatio", Range(0, 30)) = 1 _RoughnessScale("Roughness Scale", Range(0, 2)) = 1 _MetallicScale("Metallic Scale", Range(0, 5)) = 1 _LMcolScale("LMcol Scale", Range(1, 5)) = 1 _MCScale("MCScale Scale", Range(0, 2)) = 0.5 } SubShader { LOD 300 Tags{ "RenderType" = "Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" struct appdataInput { float4 vertex : POSITION; float2 uv : TEXCOORD0; float2 uv1 : TEXCOORD1; float3 normal:NORMAL; float4 tangent : TANGENT; }; struct v2f { float4 pos : SV_POSITION; float4 uv : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; float3 tangentDir : TEXCOORD3; float3 bitangentDir : TEXCOORD4; UNITY_FOG_COORDS(5) }; sampler2D _MainTex, _MaskTex, _Normal; float _EmissionRatio; float4 _Color; float4 _GlobalLightColor, _GlobalLightDir; half _RoughnessScale, _MetallicScale, _LMcolScale, _MCScale; half GGX_Mobile(half Roughness, half NoH) { float OneMinusNoHSqr = 1.0 - NoH * NoH; half a = Roughness * Roughness; float n = NoH * a; float p = a / (OneMinusNoHSqr + n * n); float d = min(32, p * p); return d; } half3 EnvBRDFApprox(half3 SpecularColor, half Roughness, half NoV) { const half4 c0 = { -1, -0.0275, -0.572, 0.022 }; const half4 c1 = { 1, 0.0425, 1.04, -0.04 }; half4 r = Roughness * c0 + c1; half a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y; half2 AB = half2(-1.04, 1.04) * a004 + r.zw; AB.y *= saturate(50.0 * SpecularColor.g); return SpecularColor * AB.x + AB.y; } v2f vert(appdataInput v) { v2f o; o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = mul(UNITY_MATRIX_VP, o.posWorld); o.uv.xy = v.uv; o.uv.zw = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.normalDir = UnityObjectToWorldNormal(v.normal); o.tangentDir = normalize(mul((float3x3)unity_ObjectToWorld, v.tangent.xyz)); o.bitangentDir = cross(o.normalDir, o.tangentDir) * v.tangent.w; UNITY_TRANSFER_FOG(o, o.pos); return o; } float4 frag(v2f i) : SV_Target { float3 mainColor = tex2D(_MainTex, i.uv.xy).rgb; mainColor *= mainColor; float4 maskColor = tex2D(_MaskTex, i.uv.xy); float3 V = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir); float3 N = UnpackNormal(tex2D(_Normal, i.uv.xy)); N = normalize(mul(N, tangentTransform)); //float3 R = reflect(-V, i.normalDir); float Metallic = maskColor.r * _MetallicScale; float Roughness = max(maskColor.g, 0.008) * _RoughnessScale; float3 DiffuseColor = mainColor - mainColor * Metallic; float3 SpecularColor0 = (0.04 - 0.04 * Metallic) + mainColor * Metallic; float3 L = _GlobalLightDir.xyz; //; float3 H = normalize(L + V); float4 resultColor = 0; float NdotL = max(dot(N, L), 0.001); float NdotV = max(dot(N, V), 0.001); float NdotH = max(dot(N, H), 0.01); float3 SpecularColor = SpecularColor0 *0.9;//EnvBRDFApprox(SpecularColor0, Roughness, NdotV); float3 specular = SpecularColor * (Roughness * 0.25 + 0.25) * GGX_Mobile(Roughness, NdotH); resultColor.rgb = (DiffuseColor + specular) * _GlobalLightColor * NdotL; float3 lmCol = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv.zw)); float3 lmGray = Luminance(lmCol.rgb) * _LMcolScale; resultColor.rgb += lmCol.rgb * lmCol.rgb * mainColor.rgb * lmGray * lmGray; resultColor.rgb += maskColor.b * mainColor * _EmissionRatio; resultColor.rgb = sqrt(resultColor.rgb); resultColor.rgb *= (_MCScale* _Color.rgb); //resultColor = clamp(resultColor, 0.0, 10.0); UNITY_APPLY_FOG(i.fogCoord, resultColor); resultColor.a = 1; return resultColor; } ENDCG } } Fallback "Diffuse" }