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150 lignes
4.1 KiB

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
}
}
}