//人物头部使用的shader,跟pdr1比多了自阴影效果。头部渲染不需要UI的灯光效果 Shader "SuYou/PDR1UI" { Properties { _MainTex("Base 2D", 2D) = "white"{} _MaskTex("Mask 2D", 2D) = "white"{} _Normal("Normal", 2D) = "white"{} _EmissionRatio("EmissionRatio", Range(0, 100)) = 1 _EnvRatio("_EnvRatio", Range(0, 2)) = 0.4 } SubShader { Tags{ "Queue" = "AlphaTest+50" "RenderType" = "Opaque" } Pass { Blend SrcAlpha OneMinusSrcAlpha, Zero Zero CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "CommonCg.cginc" struct appdataInput { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal:NORMAL; float4 tangent : TANGENT; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; float3 tangentDir : TEXCOORD3; float3 bitangentDir : TEXCOORD4; }; sampler2D _MainTex, _MaskTex, _Normal; float _EmissionRatio, _EnvRatio; v2f vert(appdataInput v) { v2f o; o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = mul(UNITY_MATRIX_VP, o.posWorld); o.uv = v.uv; 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; return o; } float4 frag(v2f i) : SV_Target { float3 mainColor = tex2D(_MainTex, i.uv).rgb; mainColor *= mainColor; float4 maskColor = tex2D(_MaskTex, i.uv); float3 V = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir); float3 N = UnpackNormal(tex2D(_Normal, i.uv)); N = normalize(mul(N, tangentTransform)); float Metallic = maskColor.r; float Roughness = max(maskColor.g, 0.008); half Specular = 0.5; half DielectricSpecular = 0.08 * Specular; float3 DiffuseColor = mainColor - mainColor * Metallic; float3 SpecularColor0 = (DielectricSpecular - DielectricSpecular * Metallic) + mainColor * Metallic; float3 L = _GlobalLightDir1.xyz; float3 H = normalize(L + V); float4 resultColor = 0; float NdotL = max(dot(N, L), 0.0001); float NdotV = max(dot(N, V), 0.0001); float NdotH = max(dot(N, H), 0.01); float3 SpecularColor = EnvBRDFApprox(SpecularColor0, Roughness, NdotV); float3 specular = SpecularColor * (Roughness * 0.25 + 0.25) * GGX_Mobile(Roughness, NdotH); resultColor.rgb = (DiffuseColor + specular) * _GlobalDirColor * NdotL; resultColor.rgb += _EnvRatio * mainColor; resultColor.rgb += maskColor.b * mainColor * _EmissionRatio; resultColor.rgb = sqrt(resultColor.rgb); resultColor.a = 1; return resultColor; } ENDCG } } FallBack "Diffuse" }