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YuanShen_Body.shader
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YuanShen_Body.shader
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Shader "Unlit/YuanShen_Body"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_LightMap ("_LightMap", 2D) = "white" {}
_ShadowRamp ("_ShadowRamp", 2D) = "white" {}
_ShadowColor("_ShadowColor",Color) = (0.2,0.2,0.2,0.2)
_ShadowRange ("Shadow Range", Range(-1, 1)) = 0.5
_ShadowSmooth("Shadow Smooth", Range(0, 1)) = 0.2
_DiffuseThreshold("_DiffuseThreshold",Float) =0
_SpecularScale("_SpecularScale",Float) =1
_SpecularPowerValue("_SpecularPowerValue",Float) =1
_SpecularColor("_SpecularColor",Color) = (1,1,1,1)
_Outline("Thick of Outline",Float) = 0.01
_Factor("Factor",range(0,1)) = 0.5
_OutColor("OutColor",color) = (0,0,0,0)
[KeywordEnum(None,LightMap_R,LightMap_G,LightMap_B,LightMap_A,UV,UV2,VertexColor,BaseColor,BaseColor_A)] _TestMode("_TestMode",Int) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" "LightMode"="ForwardBase" "Queue" = "Geometry"}
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fullforwardshadows
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityGlobalIllumination.cginc"
#include "AutoLight.cginc"
sampler2D _MainTex,_LightMap,_ShadowRamp;
float4 _ShadowColor,_SpecularColor;
int _TestMode;
float _DiffuseThreshold,_SpecularScale,_SpecularPowerValue;
float _ShadowRange,_ShadowSmooth;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
float4 tangent :TANGENT;
float3 normal : NORMAL;
float4 vertexColor : Color;
};
struct v2f
{
float4 pos : SV_POSITION; // 必须命名为pos ,因为 TRANSFER_VERTEX_TO_FRAGMENT 是这么命名的,为了正确地获取到Shadow
float2 uv : TEXCOORD0;
float3 tangent : TEXCOORD1;
float3 bitangent : TEXCOORD2;
float3 normal : TEXCOORD3;
float3 worldPosition: TEXCOORD4;
float3 localPosition : TEXCOORD5;
float3 localNormal : TEXCOORD6;
float4 vertexColor : TEXCOORD7;
LIGHTING_COORDS(8,9)
float2 uv2 : TEXCOORD10;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.uv2 = v.uv2;
o.normal = UnityObjectToWorldNormal(v.normal);
o.worldPosition = mul(unity_ObjectToWorld,v.vertex);
o.localPosition = v.vertex.xyz;
o.tangent = UnityObjectToWorldDir(v.tangent);
o.bitangent = cross(o.normal,o.tangent) * v.tangent.w;
o.localNormal = v.normal;
o.vertexColor = v.vertexColor;
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
float4 frag (v2f i) : SV_Target
{
//Variable
float3 T = normalize(i.tangent);
float3 N = normalize(i.normal);
float3 B = normalize( cross(N,T));
// float3 B = normalize( i.bitangent);
float3 L = normalize( UnityWorldSpaceLightDir(i.worldPosition.xyz));
float3 V = normalize( UnityWorldSpaceViewDir(i.worldPosition.xyz));
float3 H = normalize(V+L);
float2 uv = i.uv;
uv.y = 1-uv.y; //uv颠倒了,如果在 Csv2Obj阶段已经反转了,这里就不需要再转了
float2 uv2 = i.uv2;
// return float4(uv2,0,0);
float4 vertexColor = i.vertexColor;
// return vertexColor.xyzz;
float HV = dot(H,V);
float NV = dot(N,V);
float NL = dot(N,L);
float NH = dot(N,H);
/*==========================Texture ==========================*/
float3 FinalColor = 0;
float4 BaseColor = tex2D(_MainTex,uv);
float4 LightMap = tex2D(_LightMap,uv);
// return BaseColor.xyzz;
int mode = 1;
if(_TestMode == mode++)
return LightMap.r;
if(_TestMode ==mode++)
return LightMap.g; //阴影 Mask
if(_TestMode ==mode++)
return LightMap.b; //漫反射 Mask
if(_TestMode ==mode++)
return LightMap.a; //漫反射 Mask
if(_TestMode ==mode++)
return float4(uv,0,0); //uv
if(_TestMode ==mode++)
return float4(uv2,0,0); //uv2
if(_TestMode ==mode++)
return vertexColor.xyzz; //vertexColor
if(_TestMode ==mode++)
return BaseColor.xyzz; //BaseColor
if(_TestMode ==mode++)
return BaseColor.a; //BaseColor.a
/*==========================Diffuse ==========================*/
float halfLambert = 0.5*NL+0.5;
float rampValue = smoothstep(0,_ShadowSmooth,halfLambert-_ShadowRange);
float3 ramp = tex2D(_ShadowRamp, float2(saturate(rampValue), 0.5));
// ramp*=ramp;
// return ramp.xyzz;
// return ramp;
float3 Diffuse = lerp( _ShadowColor*BaseColor,BaseColor,ramp);
/*==========================Spedular ==========================*/
float3 Specular =0;
// float SpecularValue =pow(saturate(NH),BaseColor.r);
// float SpecularValue =pow(saturate(NH),2)*BaseColor.r;
// if(SpecularValue>_SpecularThreshold*0.1)
// {
// Specular = _SpecularColor* LightMap.b*_SpecularScale;
// }
// Specular = pow(saturate(NH),_SpecularPowerValue * LightMap.b )*_SpecularScale * LightMap.r ;
Specular = pow(saturate(NH),_SpecularPowerValue * LightMap.r )*_SpecularScale * LightMap.b ;
Specular = max(Specular,0);
// return Specular.xyzz;
float3 Emission = BaseColor.a;
FinalColor = (Diffuse) + Specular +Emission;
return float4(FinalColor,1);
}
ENDCG
}
pass
{//处理光照前的pass渲染
Tags{ "LightMode" = "Always" }
Cull Front
ZWrite On
CGPROGRAM
#pragma multi_compile_fog
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Outline;
float _Factor;
fixed4 _OutColor;
struct v2f
{
float4 pos:SV_POSITION;
UNITY_FOG_COORDS(0)
};
v2f vert(appdata_full v)
{
v2f o;
float3 dir = normalize(v.vertex.xyz);
float3 dir2 = v.normal;
float D = dot(dir,dir2);
dir = dir * sign(D);
dir = dir * _Factor + dir2 * (1 - _Factor);
v.vertex.xyz += dir * _Outline*0.001;
o.pos = UnityObjectToClipPos(v.vertex);
UNITY_TRANSFER_FOG(o, o.pos);
return o;
}
float4 frag(v2f i) :COLOR
{
float4 c = _OutColor;
UNITY_APPLY_FOG(i.fogCoord, c);
return c;
}
ENDCG
}
}
}