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145 linhas
4.1 KiB

Shader "MyShader/PDRDiffuse4"
{
Properties
{
_Color("MainColor", Color) = (0.5,0.5,0.5,1)
_MainTex("Base 2D", 2D) = "white"{}
_MaskTex("Mask 2D", 2D) = "white"{}
_Normal("Normal", 2D) = "white"{}
_EmissionRatio("EmissionRatio", Range(0, 30)) = 1
_RoughnessScale("Roughness Scale", Range(0, 2)) = 1
_MetallicScale("Metallic Scale", Range(0, 5)) = 1
_LMcolScale("LMcol Scale", Range(1, 5)) = 1
_MCScale("MCScale Scale", Range(0, 2)) = 0.5
}
SubShader
{
LOD 300
Tags{ "RenderType" = "Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdataInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float3 normal:NORMAL;
float4 tangent : TANGENT;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
float3 tangentDir : TEXCOORD3;
float3 bitangentDir : TEXCOORD4;
UNITY_FOG_COORDS(5)
};
sampler2D _MainTex, _MaskTex, _Normal;
float _EmissionRatio;
float4 _Color;
float4 _GlobalLightColor, _GlobalLightDir;
half _RoughnessScale, _MetallicScale, _LMcolScale, _MCScale;
half GGX_Mobile(half Roughness, half NoH)
{
float OneMinusNoHSqr = 1.0 - NoH * NoH;
half a = Roughness * Roughness;
float n = NoH * a;
float p = a / (OneMinusNoHSqr + n * n);
float d = min(32, p * p);
return d;
}
half3 EnvBRDFApprox(half3 SpecularColor, half Roughness, half NoV)
{
const half4 c0 = { -1, -0.0275, -0.572, 0.022 };
const half4 c1 = { 1, 0.0425, 1.04, -0.04 };
half4 r = Roughness * c0 + c1;
half a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;
half2 AB = half2(-1.04, 1.04) * a004 + r.zw;
AB.y *= saturate(50.0 * SpecularColor.g);
return SpecularColor * AB.x + AB.y;
}
v2f vert(appdataInput v)
{
v2f o;
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = mul(UNITY_MATRIX_VP, o.posWorld);
o.uv.xy = v.uv;
o.uv.zw = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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;
UNITY_TRANSFER_FOG(o, o.pos);
return o;
}
float4 frag(v2f i) : SV_Target
{
float3 mainColor = tex2D(_MainTex, i.uv.xy).rgb;
mainColor *= mainColor;
float4 maskColor = tex2D(_MaskTex, i.uv.xy);
float3 V = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
float3 N = UnpackNormal(tex2D(_Normal, i.uv.xy));
N = normalize(mul(N, tangentTransform));
//float3 R = reflect(-V, i.normalDir);
float Metallic = maskColor.r * _MetallicScale;
float Roughness = max(maskColor.g, 0.008) * _RoughnessScale;
float3 DiffuseColor = mainColor - mainColor * Metallic;
float3 SpecularColor0 = (0.04 - 0.04 * Metallic) + mainColor * Metallic;
float3 L = _GlobalLightDir.xyz; //;
float3 H = normalize(L + V);
float4 resultColor = 0;
float NdotL = max(dot(N, L), 0.001);
float NdotV = max(dot(N, V), 0.001);
float NdotH = max(dot(N, H), 0.01);
float3 SpecularColor = SpecularColor0 *0.9;//EnvBRDFApprox(SpecularColor0, Roughness, NdotV);
float3 specular = SpecularColor * (Roughness * 0.25 + 0.25) * GGX_Mobile(Roughness, NdotH);
resultColor.rgb = (DiffuseColor + specular) * _GlobalLightColor * NdotL;
float3 lmCol = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv.zw));
float3 lmGray = Luminance(lmCol.rgb) * _LMcolScale;
resultColor.rgb += lmCol.rgb * lmCol.rgb * mainColor.rgb * lmGray * lmGray;
resultColor.rgb += maskColor.b * mainColor * _EmissionRatio;
resultColor.rgb = sqrt(resultColor.rgb);
resultColor.rgb *= (_MCScale* _Color.rgb);
//resultColor = clamp(resultColor, 0.0, 10.0);
UNITY_APPLY_FOG(i.fogCoord, resultColor);
resultColor.a = 1;
return resultColor;
}
ENDCG
}
}
Fallback "Diffuse"
}