当前位置:   article > 正文

头发Shader_unity头发shader

unity头发shader

前言

Unity中对于头发的处理一直是个让人很头疼的问题,无意思中发现了一个Shader:Legacy Shaders/Transparent/Cutout/Soft Edge Unlit.很神奇的解决了头发透明叠加的问题,而且毛发的边还是透明效果的.

解决思路

在一个shader中我们进行至少两次渲染.
1. 一次用AlphaClip,解决头发叠加穿透问题。
2. 一次用Transparent,解决头发硬边问题。

效果图

这里写图片描述

这里写图片描述

Shader代码

“`
//头发PBR
//by taecg 2016年11月17日

Shader “Taecg/Hair/HairPBR” {
Properties {
_Color (“Color”, Color) = (0.5019608,0.5019608,0.5019608,1)
_MainTex (“Base Color”, 2D) = “white” {}
_BumpMap (“Normal Map”, 2D) = “bump” {}
_SpecularTex (“Specular Tex”, 2D) = “white” {}
_Gloss (“Gloss”, Range(0, 1)) = 0.8
_Cutoff (“Cutoff”, Range(0, 1)) = 0
[HideInInspector]_Cutoff (“Alpha cutoff”, Range(0,1)) = 0.5
}
SubShader {
Tags {
“Queue”=”Transparent”
“RenderType”=”TransparentCutout”
}

    Pass {
        Name "FORWARD"
        Tags {
            "LightMode"="ForwardBase"
        }
        Cull Off


        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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
        #pragma target 3.0
        uniform float4 _Color;
        uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
        uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
        uniform float _Gloss;
        uniform sampler2D _SpecularTex; uniform float4 _SpecularTex_ST;
        uniform float _Cutoff;
        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;
            #elif UNITY_SHOULD_SAMPLE_SH
            #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 = mul(UNITY_MATRIX_MVP, v.vertex );
            UNITY_TRANSFER_FOG(o,o.pos);
            TRANSFER_VERTEX_TO_FRAGMENT(o)
            return o;
        }
        float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
            float isFrontFace = ( facing >= 0 ? 1 : 0 );
            float faceSign = ( facing >= 0 ? 1 : -1 );
            i.normalDir = normalize(i.normalDir);
            i.normalDir *= faceSign;
            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 );
            float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
            float node_8806_if_leA = step(_MainTex_var.a,_Cutoff);
            float node_8806_if_leB = step(_Cutoff,_MainTex_var.a);
            float node_4987 = 1.0;
            clip(lerp((node_8806_if_leA*0.0)+(node_8806_if_leB*node_4987),node_4987,node_8806_if_leA*node_8806_if_leB) - 0.5);
            float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
            float3 lightColor = _LightColor0.rgb;
            float3 halfDirection = normalize(viewDirection+lightDirection);
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 71
  • 72
  • 73
  • 74
  • 75
  • 76
  • 77
  • 78
  • 79
  • 80
  • 81
  • 82
  • 83
  • 84
  • 85
  • 86
  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
  • 93
  • 94
  • 95
  • 96
  • 97

// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
float Pi = 3.141592654;
float InvPi = 0.31830988618;
/ Gloss:
float gloss = _Gloss;
float specPow = exp2( gloss * 10.0+1.0);
/// 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
d.boxMax[0] = unity_SpecCube0_BoxMax;
d.boxMin[0] = unity_SpecCube0_BoxMin;
d.probePosition[0] = unity_SpecCube0_ProbePosition;
d.probeHDR[0] = unity_SpecCube0_HDR;
d.boxMax[1] = unity_SpecCube1_BoxMax;
d.boxMin[1] = unity_SpecCube1_BoxMin;
d.probePosition[1] = unity_SpecCube1_ProbePosition;
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 = max(0, dot( normalDirection, lightDirection ));
float LdotH = max(0.0,dot(lightDirection, halfDirection));
float4 _SpecularTex_var = tex2D(_SpecularTex,TRANSFORM_TEX(i.uv0, _SpecularTex));
float3 specularColor = _SpecularTex_var.rgb;
float specularMonochrome;
float3 node_6343 = (_MainTex_var.rgb*_Color.rgb);
float3 diffuseColor = node_6343; // Need this for specular when using metallic
diffuseColor = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, specularColor, specularMonochrome);
specularMonochrome = 1.0-specularMonochrome;
float NdotV = max(0.0,dot( normalDirection, viewDirection ));
float NdotH = max(0.0,dot( normalDirection, halfDirection ));
float VdotH = max(0.0,dot( viewDirection, halfDirection ));
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss );
float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss));
float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4);
if (IsGammaSpace())
specularPBL = sqrt(max(1e-4h, specularPBL));
specularPBL = max(0, specularPBL * NdotL);
float3 directSpecular = (floor(attenuation) * _LightColor0.xyz)*specularPBL*FresnelTerm(specularColor, LdotH);
half grazingTerm = saturate( gloss + specularMonochrome );
float3 indirectSpecular = (gi.indirect.specular);
indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
float3 specular = (directSpecular + indirectSpecular);
/// Diffuse:
NdotL = max(0.0,dot( normalDirection, lightDirection ));
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
float nlPow5 = Pow5(1-NdotL);
float nvPow5 = Pow5(1-NdotV);
float3 directDiffuse = ((1 +(fd90 - 1)nlPow5) (1 + (fd90 - 1)nvPow5) NdotL) * attenColor;
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += gi.indirect.diffuse;
diffuseColor *= 1-specularMonochrome;
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
// Emissive:
float3 emissive = node_6343;
/// Final Color:
float3 finalColor = diffuse + specular + emissive;
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name “FORWARD_DELTA”
Tags {
“LightMode”=”ForwardAdd”
}
Blend One One
Cull Off

        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #define UNITY_PASS_FORWARDADD
        #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_fwdadd_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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
        #pragma target 3.0
        uniform float4 _Color;
        uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
        uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
        uniform float _Gloss;
        uniform sampler2D _SpecularTex; uniform float4 _SpecularTex_ST;
        uniform float _Cutoff;
        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)
        };
        VertexOutput vert (VertexInput v) {
            VertexOutput o = (VertexOutput)0;
            o.uv0 = v.texcoord0;
            o.uv1 = v.texcoord1;
            o.uv2 = v.texcoord2;
            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 = mul(UNITY_MATRIX_MVP, v.vertex );
            UNITY_TRANSFER_FOG(o,o.pos);
            TRANSFER_VERTEX_TO_FRAGMENT(o)
            return o;
        }
        float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
            float isFrontFace = ( facing >= 0 ? 1 : 0 );
            float faceSign = ( facing >= 0 ? 1 : -1 );
            i.normalDir = normalize(i.normalDir);
            i.normalDir *= faceSign;
            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
            float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
            float node_8806_if_leA = step(_MainTex_var.a,_Cutoff);
            float node_8806_if_leB = step(_Cutoff,_MainTex_var.a);
            float node_4987 = 1.0;
            clip(lerp((node_8806_if_leA*0.0)+(node_8806_if_leB*node_4987),node_4987,node_8806_if_leA*node_8806_if_leB) - 0.5);
            float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
            float3 lightColor = _LightColor0.rgb;
            float3 halfDirection = normalize(viewDirection+lightDirection);
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 71
  • 72
  • 73
  • 74
  • 75
  • 76
  • 77

// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
float Pi = 3.141592654;
float InvPi = 0.31830988618;
/ Gloss:
float gloss = _Gloss;
float specPow = exp2( gloss * 10.0+1.0);
// Specular:
float NdotL = max(0, dot( normalDirection, lightDirection ));
float LdotH = max(0.0,dot(lightDirection, halfDirection));
float4 _SpecularTex_var = tex2D(_SpecularTex,TRANSFORM_TEX(i.uv0, _SpecularTex));
float3 specularColor = _SpecularTex_var.rgb;
float specularMonochrome;
float3 node_6343 = (_MainTex_var.rgb*_Color.rgb);
float3 diffuseColor = node_6343; // Need this for specular when using metallic
diffuseColor = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, specularColor, specularMonochrome);
specularMonochrome = 1.0-specularMonochrome;
float NdotV = max(0.0,dot( normalDirection, viewDirection ));
float NdotH = max(0.0,dot( normalDirection, halfDirection ));
float VdotH = max(0.0,dot( viewDirection, halfDirection ));
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss );
float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss));
float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4);
if (IsGammaSpace())
specularPBL = sqrt(max(1e-4h, specularPBL));
specularPBL = max(0, specularPBL * NdotL);
float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
float3 specular = directSpecular;
/// Diffuse:
NdotL = max(0.0,dot( normalDirection, lightDirection ));
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
float nlPow5 = Pow5(1-NdotL);
float nvPow5 = Pow5(1-NdotV);
float3 directDiffuse = ((1 +(fd90 - 1)nlPow5) (1 + (fd90 - 1)nvPow5) NdotL) * attenColor;
diffuseColor *= 1-specularMonochrome;
float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
float3 finalColor = diffuse + specular;
fixed4 finalRGBA = fixed4(finalColor * 1,0);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name “ShadowCaster”
Tags {
“LightMode”=”ShadowCaster”
}
Offset 1, 1

        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #define UNITY_PASS_SHADOWCASTER
        #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
        #define _GLOSSYENV 1
        #include "UnityCG.cginc"
        #include "Lighting.cginc"
        #include "UnityPBSLighting.cginc"
        #include "UnityStandardBRDF.cginc"
        #pragma fragmentoption ARB_precision_hint_fastest
        #pragma multi_compile_shadowcaster
        #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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
        #pragma target 3.0
        uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
        uniform float _Cutoff;
        struct VertexInput {
            float4 vertex : POSITION;
            float2 texcoord0 : TEXCOORD0;
            float2 texcoord1 : TEXCOORD1;
            float2 texcoord2 : TEXCOORD2;
        };
        struct VertexOutput {
            V2F_SHADOW_CASTER;
            float2 uv0 : TEXCOORD1;
            float2 uv1 : TEXCOORD2;
            float2 uv2 : TEXCOORD3;
            float4 posWorld : TEXCOORD4;
        };
        VertexOutput vert (VertexInput v) {
            VertexOutput o = (VertexOutput)0;
            o.uv0 = v.texcoord0;
            o.uv1 = v.texcoord1;
            o.uv2 = v.texcoord2;
            o.posWorld = mul(unity_ObjectToWorld, v.vertex);
            o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
            TRANSFER_SHADOW_CASTER(o)
            return o;
        }
        float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
            float isFrontFace = ( facing >= 0 ? 1 : 0 );
            float faceSign = ( facing >= 0 ? 1 : -1 );
            float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
            float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
            float node_8806_if_leA = step(_MainTex_var.a,_Cutoff);
            float node_8806_if_leB = step(_Cutoff,_MainTex_var.a);
            float node_4987 = 1.0;
            clip(lerp((node_8806_if_leA*0.0)+(node_8806_if_leB*node_4987),node_4987,node_8806_if_leA*node_8806_if_leB) - 0.5);
            SHADOW_CASTER_FRAGMENT(i)
        }
        ENDCG
    }
    Pass {
        Name "Meta"
        Tags {
            "LightMode"="Meta"
        }
        Cull Off

        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #define UNITY_PASS_META 1
        #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
        #define _GLOSSYENV 1
        #include "UnityCG.cginc"
        #include "Lighting.cginc"
        #include "UnityPBSLighting.cginc"
        #include "UnityStandardBRDF.cginc"
        #include "UnityMetaPass.cginc"
        #pragma fragmentoption ARB_precision_hint_fastest
        #pragma multi_compile_shadowcaster
        #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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
        #pragma target 3.0
        uniform float4 _Color;
        uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
        uniform float _Gloss;
        uniform sampler2D _SpecularTex; uniform float4 _SpecularTex_ST;
        struct VertexInput {
            float4 vertex : POSITION;
            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;
        };
        VertexOutput vert (VertexInput v) {
            VertexOutput o = (VertexOutput)0;
            o.uv0 = v.texcoord0;
            o.uv1 = v.texcoord1;
            o.uv2 = v.texcoord2;
            o.posWorld = mul(unity_ObjectToWorld, v.vertex);
            o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
            return o;
        }
        float4 frag(VertexOutput i, float facing : VFACE) : SV_Target {
            float isFrontFace = ( facing >= 0 ? 1 : 0 );
            float faceSign = ( facing >= 0 ? 1 : -1 );
            float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
            UnityMetaInput o;
            UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );

            float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
            float3 node_6343 = (_MainTex_var.rgb*_Color.rgb);
            o.Emission = node_6343;

            float3 diffColor = node_6343;
            float4 _SpecularTex_var = tex2D(_SpecularTex,TRANSFORM_TEX(i.uv0, _SpecularTex));
            float3 specColor = _SpecularTex_var.rgb;
            float specularMonochrome = max(max(specColor.r, specColor.g),specColor.b);
            diffColor *= (1.0-specularMonochrome);
            float roughness = 1.0 - _Gloss;
            o.Albedo = diffColor + specColor * roughness * roughness * 0.5;

            return UnityMetaFragment( o );
        }
        ENDCG
    }






    //透明处理
    Pass {
        Name "FORWARD"
        Tags {
            "LightMode"="ForwardBase"
        }
        Blend SrcAlpha OneMinusSrcAlpha
        ZWrite Off

        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 "Lighting.cginc"
        #include "UnityPBSLighting.cginc"
        #include "UnityStandardBRDF.cginc"
        #pragma multi_compile_fwdbase
        #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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
        #pragma target 3.0
        uniform float4 _Color;
        uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
        uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
        uniform float _Gloss;
        uniform sampler2D _SpecularTex; uniform float4 _SpecularTex_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;
            UNITY_FOG_COORDS(7)
            #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
                float4 ambientOrLightmapUV : TEXCOORD8;
            #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;
            #elif UNITY_SHOULD_SAMPLE_SH
            #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 = mul(UNITY_MATRIX_MVP, v.vertex );
            UNITY_TRANSFER_FOG(o,o.pos);
            return o;
        }
        float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
            float isFrontFace = ( facing >= 0 ? 1 : 0 );
            float faceSign = ( facing >= 0 ? 1 : -1 );
            i.normalDir = normalize(i.normalDir);
            i.normalDir *= faceSign;
            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);
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 71
  • 72
  • 73
  • 74
  • 75
  • 76
  • 77
  • 78
  • 79
  • 80
  • 81
  • 82
  • 83
  • 84
  • 85
  • 86
  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
  • 93
  • 94
  • 95
  • 96
  • 97
  • 98
  • 99
  • 100
  • 101
  • 102
  • 103
  • 104
  • 105
  • 106
  • 107
  • 108
  • 109
  • 110
  • 111
  • 112
  • 113
  • 114
  • 115
  • 116
  • 117
  • 118
  • 119
  • 120
  • 121
  • 122
  • 123
  • 124
  • 125
  • 126
  • 127
  • 128
  • 129
  • 130
  • 131
  • 132
  • 133
  • 134
  • 135
  • 136
  • 137
  • 138
  • 139
  • 140
  • 141
  • 142
  • 143
  • 144
  • 145
  • 146
  • 147
  • 148
  • 149
  • 150
  • 151
  • 152
  • 153
  • 154
  • 155
  • 156
  • 157
  • 158
  • 159
  • 160
  • 161
  • 162
  • 163
  • 164
  • 165
  • 166
  • 167
  • 168
  • 169
  • 170
  • 171
  • 172
  • 173
  • 174
  • 175
  • 176
  • 177
  • 178
  • 179
  • 180
  • 181
  • 182
  • 183
  • 184
  • 185
  • 186
  • 187
  • 188
  • 189
  • 190
  • 191
  • 192
  • 193
  • 194
  • 195
  • 196
  • 197
  • 198
  • 199
  • 200
  • 201
  • 202
  • 203
  • 204
  • 205
  • 206
  • 207
  • 208
  • 209
  • 210
  • 211
  • 212
  • 213
  • 214
  • 215
  • 216
  • 217
  • 218
  • 219
  • 220
  • 221
  • 222
  • 223
  • 224
  • 225
  • 226

// Lighting:
float attenuation = 1;
float3 attenColor = attenuation * _LightColor0.xyz;
float Pi = 3.141592654;
float InvPi = 0.31830988618;
/ Gloss:
float gloss = _Gloss;
float specPow = exp2( gloss * 10.0+1.0);
/// 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
d.boxMax[0] = unity_SpecCube0_BoxMax;
d.boxMin[0] = unity_SpecCube0_BoxMin;
d.probePosition[0] = unity_SpecCube0_ProbePosition;
d.probeHDR[0] = unity_SpecCube0_HDR;
d.boxMax[1] = unity_SpecCube1_BoxMax;
d.boxMin[1] = unity_SpecCube1_BoxMin;
d.probePosition[1] = unity_SpecCube1_ProbePosition;
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 = max(0, dot( normalDirection, lightDirection ));
float LdotH = max(0.0,dot(lightDirection, halfDirection));
float4 _SpecularTex_var = tex2D(_SpecularTex,TRANSFORM_TEX(i.uv0, _SpecularTex));
float3 specularColor = _SpecularTex_var.rgb;
float specularMonochrome;
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
diffuseColor = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, specularColor, specularMonochrome);
specularMonochrome = 1.0-specularMonochrome;
float NdotV = max(0.0,dot( normalDirection, viewDirection ));
float NdotH = max(0.0,dot( normalDirection, halfDirection ));
float VdotH = max(0.0,dot( viewDirection, halfDirection ));
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss );
float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss));
float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4);
if (IsGammaSpace())
specularPBL = sqrt(max(1e-4h, specularPBL));
specularPBL = max(0, specularPBL * NdotL);
float3 directSpecular = (floor(attenuation) * _LightColor0.xyz)*specularPBL*FresnelTerm(specularColor, LdotH);
half grazingTerm = saturate( gloss + specularMonochrome );
float3 indirectSpecular = (gi.indirect.specular);
indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
float3 specular = (directSpecular + indirectSpecular);
/// Diffuse:
NdotL = max(0.0,dot( normalDirection, lightDirection ));
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
float nlPow5 = Pow5(1-NdotL);
float nvPow5 = Pow5(1-NdotV);
float3 directDiffuse = ((1 +(fd90 - 1)nlPow5) (1 + (fd90 - 1)nvPow5) NdotL) * attenColor;
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += gi.indirect.diffuse;
diffuseColor *= 1-specularMonochrome;
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
/// Final Color:
float3 finalColor = diffuse + specular;
fixed4 finalRGBA = fixed4(finalColor,_MainTex_var.a);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name “FORWARD_DELTA”
Tags {
“LightMode”=”ForwardAdd”
}
Blend One One
ZWrite Off

        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #define UNITY_PASS_FORWARDADD
        #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_fwdadd
        #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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
        #pragma target 3.0
        uniform float4 _Color;
        uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
        uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
        uniform float _Gloss;
        uniform sampler2D _SpecularTex; uniform float4 _SpecularTex_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)
        };
        VertexOutput vert (VertexInput v) {
            VertexOutput o = (VertexOutput)0;
            o.uv0 = v.texcoord0;
            o.uv1 = v.texcoord1;
            o.uv2 = v.texcoord2;
            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 = mul(UNITY_MATRIX_MVP, v.vertex );
            UNITY_TRANSFER_FOG(o,o.pos);
            TRANSFER_VERTEX_TO_FRAGMENT(o)
            return o;
        }
        float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
            float isFrontFace = ( facing >= 0 ? 1 : 0 );
            float faceSign = ( facing >= 0 ? 1 : -1 );
            i.normalDir = normalize(i.normalDir);
            i.normalDir *= faceSign;
            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 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
            float3 lightColor = _LightColor0.rgb;
            float3 halfDirection = normalize(viewDirection+lightDirection);
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 71

// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
float Pi = 3.141592654;
float InvPi = 0.31830988618;
/ Gloss:
float gloss = _Gloss;
float specPow = exp2( gloss * 10.0+1.0);
// Specular:
float NdotL = max(0, dot( normalDirection, lightDirection ));
float LdotH = max(0.0,dot(lightDirection, halfDirection));
float4 _SpecularTex_var = tex2D(_SpecularTex,TRANSFORM_TEX(i.uv0, _SpecularTex));
float3 specularColor = _SpecularTex_var.rgb;
float specularMonochrome;
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
diffuseColor = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, specularColor, specularMonochrome);
specularMonochrome = 1.0-specularMonochrome;
float NdotV = max(0.0,dot( normalDirection, viewDirection ));
float NdotH = max(0.0,dot( normalDirection, halfDirection ));
float VdotH = max(0.0,dot( viewDirection, halfDirection ));
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss );
float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss));
float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4);
if (IsGammaSpace())
specularPBL = sqrt(max(1e-4h, specularPBL));
specularPBL = max(0, specularPBL * NdotL);
float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
float3 specular = directSpecular;
/// Diffuse:
NdotL = max(0.0,dot( normalDirection, lightDirection ));
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
float nlPow5 = Pow5(1-NdotL);
float nvPow5 = Pow5(1-NdotV);
float3 directDiffuse = ((1 +(fd90 - 1)nlPow5) (1 + (fd90 - 1)nvPow5) NdotL) * attenColor;
diffuseColor *= 1-specularMonochrome;
float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
float3 finalColor = diffuse + specular;
fixed4 finalRGBA = fixed4(finalColor * _MainTex_var.a,0);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name “Meta”
Tags {
“LightMode”=”Meta”
}

        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #define UNITY_PASS_META 1
        #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
        #define _GLOSSYENV 1
        #include "UnityCG.cginc"
        #include "Lighting.cginc"
        #include "UnityPBSLighting.cginc"
        #include "UnityStandardBRDF.cginc"
        #include "UnityMetaPass.cginc"
        #pragma fragmentoption ARB_precision_hint_fastest
        #pragma multi_compile_shadowcaster
        #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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
        #pragma target 3.0
        uniform float4 _Color;
        uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
        uniform float _Gloss;
        uniform sampler2D _SpecularTex; uniform float4 _SpecularTex_ST;
        struct VertexInput {
            float4 vertex : POSITION;
            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;
        };
        VertexOutput vert (VertexInput v) {
            VertexOutput o = (VertexOutput)0;
            o.uv0 = v.texcoord0;
            o.uv1 = v.texcoord1;
            o.uv2 = v.texcoord2;
            o.posWorld = mul(unity_ObjectToWorld, v.vertex);
            o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
            return o;
        }
        float4 frag(VertexOutput i, float facing : VFACE) : SV_Target {
            float isFrontFace = ( facing >= 0 ? 1 : 0 );
            float faceSign = ( facing >= 0 ? 1 : -1 );
            float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
            UnityMetaInput o;
            UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );

            o.Emission = 0;

            float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
            float3 diffColor = (_MainTex_var.rgb*_Color.rgb);
            float4 _SpecularTex_var = tex2D(_SpecularTex,TRANSFORM_TEX(i.uv0, _SpecularTex));
            float3 specColor = _SpecularTex_var.rgb;
            float specularMonochrome = max(max(specColor.r, specColor.g),specColor.b);
            diffColor *= (1.0-specularMonochrome);
            float roughness = 1.0 - _Gloss;
            o.Albedo = diffColor + specColor * roughness * roughness * 0.5;

            return UnityMetaFragment( o );
        }
        ENDCG
    }
}
FallBack "Legacy Shaders/Transparent/Cutout/Soft Edge Unlit"
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69

}

声明:本文内容由网友自发贡献,不代表【wpsshop博客】立场,版权归原作者所有,本站不承担相应法律责任。如您发现有侵权的内容,请联系我们。转载请注明出处:https://www.wpsshop.cn/w/知新_RL/article/detail/233400
推荐阅读
相关标签
  

闽ICP备14008679号