源战役客户端
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "SuYou/MainRole"
{
Properties
{
_MainTex("Base 2D", 2D) = "white"{}
_Mask("Mask Texture", 2D) = "white" {}
_MatcapTex("Matcap Texture", 2D) = "white" {}
_AmbientColor("AmbientColor", Color) = (0.69, 0.69,0.69,1)
_SunColor("SunColor", Color) = (1, 1, 1,1)
_DarkShadow("DarkShadow", Color) = (0.745, 0.619, 0.905,1)
_BrightShadow("BrightShadow", Color) = (0.843, 0.843, 0.843,1)
_RimColor("RimColor", Color) = (0.278, 0.443, 0.831, 1)
_Shadownol1("Shadownol1", Range(0, 1)) = 1
_Shadownol2("Shadownol2", Range(0, 1)) = 0.5
_ShadowDir("ShadowDir", vector) = (0.5, 0, 0, 1)
_RimDir("RimDir", vector) = (-0.977, -0.23, 0.212, 1)
_MatcapScale1("MatcapScale1", float) = 1
_MatcapScale2("MatcapScale2", float) = 1
_Color("Color", Color) = (0.5,0.5,0.5,1)
}
SubShader
{
Tags{"RenderType" = "Opaque" }
Cull Off
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// #pragma multi_compile __ _GAME_ON
#include "UnityCG.cginc"
uniform fixed4 _Color;
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 dir_rimlight : TEXCOORD3;
float3 dir_shadow : TEXCOORD4;
};
float4 _ShadowDir, _RimDir;
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 = mul((float3x3)unity_ObjectToWorld, v.normal);
o.dir_rimlight = normalize(_RimDir.xyz);
o.dir_shadow = normalize(_ShadowDir.xyz);
return o;
}
sampler2D _MainTex, _Mask, _MatcapTex;
float4 _AmbientColor, _SunColor, _BrightShadow, _DarkShadow, _RimColor;
float _Shadownol1, _Shadownol2, _MatcapScale1, _MatcapScale2;
float4 frag(v2f i) : SV_Target
{
float3 mainColor = tex2D(_MainTex, i.uv).rgb;
float3 diffuse_fac = _SunColor + _AmbientColor.xyz;
float3 diffuse = mainColor * 0.5 * 1.2784 * diffuse_fac;
float3 N = normalize(i.normalDir);
float3 L = i.dir_shadow.xyz;
float4 resultColor;
// #ifdef _GAME_ON
// float3 baseColor = diffuse.rgb;
// resultColor.rgb = baseColor;
// #else
float3 V = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float NdotView = clamp(dot(N, V), 0, 1);
float NdotshadowFactor = clamp(dot(L, N), 0, 1);
float RimlightDotValue = clamp(dot(i.dir_rimlight, N), 0.0, 1.0);
float Ndotshadow = smoothstep(_Shadownol1, _Shadownol2, NdotshadowFactor);
float dif_illum = dot(diffuse, float3(0.299, 0.587, 0.114));
float shadowshift = smoothstep(0.25, 0.74, dif_illum);
float3 shadowColor = lerp(_DarkShadow.rgb, _BrightShadow.rgb, shadowshift);
float3 baseColor = lerp(shadowColor * diffuse.rgb, diffuse.rgb, Ndotshadow);
float rimdot = clamp(RimlightDotValue * (1.0 - NdotView), 0.0, 1.0);
float rimffcal = smoothstep(0.35, 0.58, rimdot);
float3 rim = rimffcal * diffuse * _RimColor.rgb;
resultColor.rgb = baseColor + rim;
// #endif
float3 maskTemp = tex2D(_Mask, i.uv).rgb;
float2 matcapuv = mul((float3x3)UNITY_MATRIX_V, N).xy;
matcapuv.y = -matcapuv.y;
matcapuv = matcapuv * 0.5 + 0.5;
float3 matColor1 = tex2D(_MatcapTex, float2(matcapuv.x * 0.5, matcapuv.y)).rgb;
float3 matColor2 = tex2D(_MatcapTex, float2(matcapuv.x * 0.5 + 0.5, matcapuv.y)).rgb;
float matColor = (matColor1 * maskTemp.x * _MatcapScale1 + matColor2 * maskTemp.y * _MatcapScale2);
resultColor.rgb += (matColor * diffuse + maskTemp.z * diffuse);
resultColor.a = 1;
return resultColor * _Color;
}
ENDCG
}
}
}