You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
184 lines
11 KiB
184 lines
11 KiB
// Shader created with Shader Forge v1.38
|
|
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
|
|
// 注意:手动更改此数据可能会妨碍您在 Shader Forge 中打开它
|
|
/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:Standard,iptp:0,cusa:True,bamd:0,cgin:,lico:0,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:True,rprd:True,enco:False,rmgx:False,imps:False,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:2865,x:32785,y:32778,varname:node_2865,prsc:2|diff-98-OUT,spec-27-R,gloss-27-G,normal-5964-RGB,emission-983-OUT;n:type:ShaderForge.SFN_Color,id:6665,x:31888,y:32732,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5019608,c2:0.5019608,c3:0.5019608,c4:1;n:type:ShaderForge.SFN_Tex2d,id:7736,x:31888,y:32521,ptovrint:True,ptlb:Base Color,ptin:_MainTex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:5964,x:31896,y:33209,ptovrint:True,ptlb:Normal Map,ptin:_BumpMap,varname:_BumpMap,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Multiply,id:983,x:32489,y:33411,varname:node_983,prsc:2|A-2121-RGB,B-7406-OUT;n:type:ShaderForge.SFN_Tex2d,id:2121,x:32022,y:33529,ptovrint:False,ptlb:Emission,ptin:_Emission,varname:node_2121,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Slider,id:7406,x:32158,y:33681,ptovrint:False,ptlb:Emission1,ptin:_Emission1,varname:node_7406,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Multiply,id:98,x:32190,y:32604,varname:node_98,prsc:2|A-7736-RGB,B-6665-RGB;n:type:ShaderForge.SFN_Tex2d,id:27,x:31896,y:32959,ptovrint:False,ptlb:Specular,ptin:_Specular,varname:_Specular_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;proporder:7736-6665-5964-2121-7406-27;pass:END;sub:END;*/
|
|
|
|
Shader "MyShader/Basics" {
|
|
Properties {
|
|
_MainTex ("Base Color", 2D) = "white" {}
|
|
_Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1)
|
|
_BumpMap ("Normal Map", 2D) = "bump" {}
|
|
_Emission ("Emission", 2D) = "white" {}
|
|
_Emission1 ("Emission1", Range(0, 1)) = 0
|
|
_Specular ("Specular", 2D) = "white" {}
|
|
}
|
|
SubShader {
|
|
Tags {
|
|
"RenderType"="Opaque"
|
|
"CanUseSpriteAtlas"="True"
|
|
}
|
|
LOD 600
|
|
Pass {
|
|
Name "FORWARD"
|
|
Tags {
|
|
"LightMode"="ForwardBase"
|
|
}
|
|
|
|
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#define UNITY_PASS_FORWARDBASE
|
|
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
|
|
#define _GLOSSYENV 1
|
|
#include "UnityCG.cginc"
|
|
#include "AutoLight.cginc"
|
|
#include "Lighting.cginc"
|
|
#include "UnityPBSLighting.cginc"
|
|
#include "UnityStandardBRDF.cginc"
|
|
#pragma multi_compile_fwdbase_fullshadows
|
|
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
|
|
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
|
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
|
|
#pragma multi_compile_fog
|
|
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x
|
|
#pragma target 3.0
|
|
uniform float4 _Color;
|
|
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
|
|
uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
|
|
uniform sampler2D _Emission; uniform float4 _Emission_ST;
|
|
uniform float _Emission1;
|
|
uniform sampler2D _Specular; uniform float4 _Specular_ST;
|
|
struct VertexInput {
|
|
float4 vertex : POSITION;
|
|
float3 normal : NORMAL;
|
|
float4 tangent : TANGENT;
|
|
float2 texcoord0 : TEXCOORD0;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
struct VertexOutput {
|
|
float4 pos : SV_POSITION;
|
|
float2 uv0 : TEXCOORD0;
|
|
float2 uv1 : TEXCOORD1;
|
|
float2 uv2 : TEXCOORD2;
|
|
float4 posWorld : TEXCOORD3;
|
|
float3 normalDir : TEXCOORD4;
|
|
float3 tangentDir : TEXCOORD5;
|
|
float3 bitangentDir : TEXCOORD6;
|
|
LIGHTING_COORDS(7,8)
|
|
UNITY_FOG_COORDS(9)
|
|
#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
|
|
float4 ambientOrLightmapUV : TEXCOORD10;
|
|
#endif
|
|
};
|
|
VertexOutput vert (VertexInput v) {
|
|
VertexOutput o = (VertexOutput)0;
|
|
o.uv0 = v.texcoord0;
|
|
o.uv1 = v.texcoord1;
|
|
o.uv2 = v.texcoord2;
|
|
#ifdef LIGHTMAP_ON
|
|
o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
o.ambientOrLightmapUV.zw = 0;
|
|
#endif
|
|
#ifdef DYNAMICLIGHTMAP_ON
|
|
o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
o.normalDir = UnityObjectToWorldNormal(v.normal);
|
|
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
|
|
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
|
|
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
|
float3 lightColor = _LightColor0.rgb;
|
|
o.pos = UnityObjectToClipPos( v.vertex );
|
|
UNITY_TRANSFER_FOG(o,o.pos);
|
|
TRANSFER_VERTEX_TO_FRAGMENT(o)
|
|
return o;
|
|
}
|
|
float4 frag(VertexOutput i) : COLOR {
|
|
i.normalDir = normalize(i.normalDir);
|
|
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
|
|
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
|
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
|
|
float3 normalLocal = _BumpMap_var.rgb;
|
|
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
|
|
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
|
|
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
|
|
float3 lightColor = _LightColor0.rgb;
|
|
float3 halfDirection = normalize(viewDirection+lightDirection);
|
|
////// Lighting:
|
|
float attenuation = LIGHT_ATTENUATION(i);
|
|
float3 attenColor = attenuation * _LightColor0.xyz;
|
|
///////// Gloss:
|
|
float4 _Specular_var = tex2D(_Specular,TRANSFORM_TEX(i.uv0, _Specular));
|
|
float gloss = _Specular_var.g;
|
|
float specPow = gloss;
|
|
/////// GI Data:
|
|
UnityLight light;
|
|
#ifdef LIGHTMAP_OFF
|
|
light.color = lightColor;
|
|
light.dir = lightDirection;
|
|
light.ndotl = LambertTerm (normalDirection, light.dir);
|
|
#else
|
|
light.color = half3(0.f, 0.f, 0.f);
|
|
light.ndotl = 0.0f;
|
|
light.dir = half3(0.f, 0.f, 0.f);
|
|
#endif
|
|
UnityGIInput d;
|
|
d.light = light;
|
|
d.worldPos = i.posWorld.xyz;
|
|
d.worldViewDir = viewDirection;
|
|
d.atten = attenuation;
|
|
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
|
|
d.ambient = 0;
|
|
d.lightmapUV = i.ambientOrLightmapUV;
|
|
#else
|
|
d.ambient = i.ambientOrLightmapUV;
|
|
#endif
|
|
#if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
|
|
d.boxMin[0] = unity_SpecCube0_BoxMin;
|
|
d.boxMin[1] = unity_SpecCube1_BoxMin;
|
|
#endif
|
|
#if UNITY_SPECCUBE_BOX_PROJECTION
|
|
d.boxMax[0] = unity_SpecCube0_BoxMax;
|
|
d.boxMax[1] = unity_SpecCube1_BoxMax;
|
|
d.probePosition[0] = unity_SpecCube0_ProbePosition;
|
|
d.probePosition[1] = unity_SpecCube1_ProbePosition;
|
|
#endif
|
|
d.probeHDR[0] = unity_SpecCube0_HDR;
|
|
d.probeHDR[1] = unity_SpecCube1_HDR;
|
|
Unity_GlossyEnvironmentData ugls_en_data;
|
|
ugls_en_data.roughness = 1.0 - gloss;
|
|
ugls_en_data.reflUVW = viewReflectDirection;
|
|
UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
|
|
lightDirection = gi.light.dir;
|
|
lightColor = gi.light.color;
|
|
////// Specular:
|
|
float NdotL = saturate(dot( normalDirection, lightDirection ));
|
|
float3 specularColor = float3(_Specular_var.r,_Specular_var.r,_Specular_var.r);
|
|
float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
|
|
float3 indirectSpecular = (gi.indirect.specular)*specularColor;
|
|
float3 specular = (directSpecular + indirectSpecular);
|
|
/////// Diffuse:
|
|
NdotL = max(0.0,dot( normalDirection, lightDirection ));
|
|
float3 directDiffuse = max( 0.0, NdotL) * attenColor;
|
|
float3 indirectDiffuse = float3(0,0,0);
|
|
indirectDiffuse += gi.indirect.diffuse;
|
|
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
|
|
float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb);
|
|
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
|
|
////// Emissive:
|
|
float4 _Emission_var = tex2D(_Emission,TRANSFORM_TEX(i.uv0, _Emission));
|
|
float3 emissive = (_Emission_var.rgb*_Emission1);
|
|
/// Final Color:
|
|
float3 finalColor = diffuse + specular + emissive;
|
|
fixed4 finalRGBA = fixed4(finalColor,1);
|
|
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
|
|
return finalRGBA;
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
FallBack "Standard"
|
|
CustomEditor "ShaderForgeMaterialInspector"
|
|
}
|