//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"
|
|
}
|