Shader "SuYou/PDR3Alpha" { Properties { _MainTex("Base 2D", 2D) = "white"{} _MaskTex("Mask 2D", 2D) = "white"{} _Normal("Normal", 2D) = "white"{} _EnvTex("Env Texture", Cube) = "" {} _CameraLightColor("CameraLightColor", Color) = (0.9,0.9,0.9,1) _EmissionRatio("EmissionRatio", Range(0, 100)) = 1 _EnvTexRatio("EnvTexRatio", Range(0, 2)) = 1 _EnvRatio("_EnvRatio", Range(0, 2)) = 0.0 } CGINCLUDE #include "UnityCG.cginc" #include "CommonCg.cginc" sampler2D _MainTex, _MaskTex, _Normal; samplerCUBE _EnvTex; float _EnvTexRatio, _EmissionRatio, _EnvRatio; float4 _CameraLightColor; /*float4 _GlobalLightDir, _GlobalLightDir1; float4 _GlobalDirColor, _GlobalPointColor0, _GlobalPointColor1, _GlobalPointColor2, _GlobalPointColor3; float4 _GlobalPointX, _GlobalPointY, _GlobalPointZ, _GlobalPointAtten;*/ 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; }; 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 { float4 cc = tex2D(_MainTex, i.uv); float3 mainColor = cc.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)); float3 R = reflect(-V, N); float Metallic = maskColor.r; float Roughness = max(maskColor.g, 0.008); //half3 DiffuseColor = mainColor; //half SpecularColor0 = 0.04; half Specular = 0.5; half DielectricSpecular = 0.08 * Specular; float3 DiffuseColor = mainColor - mainColor * Metallic; float3 SpecularColor0 = (DielectricSpecular - DielectricSpecular * Metallic) + mainColor * Metallic; float3 L = _GlobalLightDir.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) * _CameraLightColor * NdotL; L = _GlobalLightDir1.xyz; H = normalize(L + V); NdotL = max(dot(N, L), 0.0001); NdotH = max(dot(N, H), 0.01); specular = SpecularColor * (Roughness * 0.25 + 0.25) * GGX_Mobile(Roughness, NdotH); resultColor.rgb += (DiffuseColor + specular) * _GlobalDirColor * NdotL; resultColor.rgb += BRDFPointLights(i.posWorld.xyz, V, N, DiffuseColor, SpecularColor0, Roughness); float mipIndex = Roughness * 6; float4 rgbm = texCUBElod(_EnvTex, float4(R, mipIndex)); float3 ibl = rgbm.rgb * 2; ibl *= ibl; //resultColor.rgb += ibl * SpecularColor * _EnvTexRatio * maskColor.a; //测试 resultColor.rgb += ibl * SpecularColor0 * _EnvTexRatio * maskColor.a; //美术反映有些透明叠加的效果不理想,参考了pdr1来改 resultColor.rgb += _EnvRatio * mainColor; resultColor.rgb += maskColor.b * mainColor * _EmissionRatio; resultColor.rgb = sqrt(resultColor.rgb); resultColor.a = cc.a; return resultColor; } ENDCG SubShader { Tags{ "Queue" = "AlphaTest+100" "RenderType" = "Transparent" } //Blend SrcAlpha OneMinusSrcAlpha Blend SrcAlpha OneMinusSrcAlpha, Zero Zero Pass { Cull Front //ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } Pass { Cull Back //ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } }