源战役客户端
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//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"
}