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Shader "SuYou/PDR3"
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{
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Properties
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{
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_MainTex("Base 2D", 2D) = "white"{}
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_MaskTex("Mask 2D", 2D) = "white"{}
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_Normal("Normal", 2D) = "white"{}
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_EnvTex("Env Texture", Cube) = "" {}
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_CameraLightColor("CameraLightColor", Color) = (0.9,0.9,0.9,1)
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_EmissionRatio("EmissionRatio", Range(0, 100)) = 1
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_EnvTexRatio("EnvTexRatio", Range(0, 2)) = 1
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}
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SubShader
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{
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Tags {
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"Queue" = "AlphaTest+51" "RenderType" = "Opaque"
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}
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha, Zero Zero
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "CommonCg.cginc"
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struct appdataInput
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float3 normal:NORMAL;
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float4 tangent : TANGENT;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 posWorld : TEXCOORD1;
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float3 normalDir : TEXCOORD2;
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float3 tangentDir : TEXCOORD3;
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float3 bitangentDir : TEXCOORD4;
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};
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sampler2D _MainTex, _MaskTex, _Normal;
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samplerCUBE _EnvTex;
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float _EmissionRatio, _EnvTexRatio;
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float4 _CameraLightColor;
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v2f vert (appdataInput v)
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{
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v2f o;
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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o.pos = mul(UNITY_MATRIX_VP, o.posWorld);
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o.uv = v.uv;
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.tangentDir = normalize(mul((float3x3)unity_ObjectToWorld, v.tangent.xyz));
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o.bitangentDir = cross(o.normalDir, o.tangentDir) * v.tangent.w;
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return o;
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}
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float4 frag(v2f i) : SV_Target
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{
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float3 mainColor = tex2D(_MainTex, i.uv).rgb;
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mainColor *= mainColor;
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float4 maskColor = tex2D(_MaskTex, i.uv);
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float3 V = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
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float3 N = UnpackNormal(tex2D(_Normal, i.uv));
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N = normalize(mul(N, tangentTransform));
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float3 R = reflect(-V, i.normalDir);
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float Metallic = maskColor.r;
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float Roughness = max(maskColor.g, 0.008);
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//half3 DiffuseColor = mainColor;
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//half SpecularColor0 = 0.04;
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half Specular = 0.5;
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half DielectricSpecular = 0.08 * Specular;
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float3 DiffuseColor = mainColor - mainColor * Metallic;
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float3 SpecularColor0 = (DielectricSpecular - DielectricSpecular * Metallic) + mainColor * Metallic;
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float3 L = _GlobalLightDir.xyz; //;
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float3 H = normalize(L + V);
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float4 resultColor = 0;
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float NdotL = max(dot(N, L), 0.0001);
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float NdotV = max(dot(N, V), 0.0001);
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float NdotH = max(dot(N, H), 0.01);
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float3 SpecularColor = EnvBRDFApprox(SpecularColor0, Roughness, NdotV);
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float3 specular = SpecularColor * (Roughness * 0.25 + 0.25) * GGX_Mobile(Roughness, NdotH);
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resultColor.rgb = (DiffuseColor + specular) * _CameraLightColor * NdotL;
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L = _GlobalLightDir1.xyz;
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H = normalize(L + V);
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NdotL = max(dot(N, L), 0.0001);
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NdotH = max(dot(N, H), 0.01);
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specular = SpecularColor * (Roughness * 0.25 + 0.25) * GGX_Mobile(Roughness, NdotH);
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resultColor.rgb += (DiffuseColor + specular) * _GlobalDirColor * NdotL;
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resultColor.rgb += BRDFPointLights(i.posWorld.xyz, V, N, DiffuseColor, SpecularColor0, Roughness);
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float mipIndex = Roughness * 6;
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float4 rgbm = texCUBElod(_EnvTex, float4(R, mipIndex));
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float3 ibl = rgbm.rgb * 2;
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ibl *= ibl;
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resultColor.rgb += ibl * SpecularColor * _EnvTexRatio * maskColor.a;
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//resultColor.rgb += 0.4 * mainColor;
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resultColor.rgb += maskColor.b * mainColor * _EmissionRatio;
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resultColor.rgb = sqrt(resultColor.rgb);
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resultColor.a = 1;
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return resultColor;
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}
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ENDCG
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}
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}
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}
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