148 lines
4.1 KiB
Plaintext
148 lines
4.1 KiB
Plaintext
![]() |
// ***********************************************************************
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// Author : Kimch
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// Created : 2018-7-1
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// Description : 角色Shader
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// Last Modified By : Kimch
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// Last Modified On : 2019-7-1
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// ***********************************************************************
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// <copyright file= "MY_PBS_PlayerV2" company="kk"></copyright>
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// ***********************************************************************
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Shader "MY/PBS/PlayerV2"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("Albedo (RGB)", 2D) = "white" {}
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_BumpMap("Bumpmap", 2D) = "bump" {}
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_Detail("Detail", 2D) = "gray" {}
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_Control("R(metallic)G(Smooth)B(liuguang)", 2D) = "white" { }
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_Glossiness("Smoothness", Range(0,1)) = 0.5
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_Metallic("Metallic", Range(0,1)) = 0.0
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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LOD 200
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CGINCLUDE
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ENDCG
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Pass
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{
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Name "Glow"
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ColorMask RGB
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Blend One One
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ZWrite Off
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ZTest Greater
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Fog {Mode Off}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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fixed4 _FresnelColor;
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fixed _FresnelExp;
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struct VertexInput
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{
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half4 vertex : POSITION;
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half3 normal : NORMAL;
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};
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struct VertexOutput
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{
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half4 pos : SV_POSITION;
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half3 color : TEXCOORD0;
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//half4 posWorld : TEXCOORD0;
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//half3 normalDir : TEXCOORD1;
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};
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VertexOutput vert(VertexInput v)
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{
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VertexOutput o;
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o.pos = UnityObjectToClipPos(v.vertex);
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half3 normalDir = mul(v.normal, unity_WorldToObject);
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normalDir = normalize(normalDir);
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half3 viewDir = mul(unity_ObjectToWorld, v.vertex);
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viewDir = normalize(_WorldSpaceCameraPos - viewDir);
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o.color = _FresnelColor.rgb * pow(1.0 - max(0, dot(normalDir, viewDir)), _FresnelExp);
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//o.normalDir = normalize(mul(half4(v.normal,0), unity_WorldToObject).xyz);
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//o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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//o.posWorld.xyz = normalize(_WorldSpaceCameraPos.xyz - o.posWorld.xyz);
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//o.posWorld.x = pow(1.0 - max(0, dot(o.normalDir, o.posWorld.xyz)), _FresnelExp);
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return o;
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}
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fixed4 frag(VertexOutput i) : COLOR
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{
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//half3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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//half3 normalDirection = normalize(i.normalDir);
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//fixed3 finalColor = _FresnelColor.rgb * pow(1.0 - max(0,dot(normalDirection, viewDirection)) , _FresnelExp);
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return fixed4(i.color,1);
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}
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ENDCG
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}
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows nometa nolightmap nofog nolppv noinstancing exclude_path:deferred exclude_path:prepass
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _MainTex;
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sampler2D _BumpMap;
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sampler2D _Detail;
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sampler2D _Control;
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struct Input
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{
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float2 uv_MainTex;
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float2 uv_BumpMap;
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float2 uv_Detail;
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};
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//struct SurfaceOutputStandard
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//{
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// fixed3 Albedo; // base (diffuse or specular) color
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// float3 Normal; // tangent space normal, if written
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// half3 Emission;
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// half Metallic; // 0=non-metal, 1=metal
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// // Smoothness is the user facing name, it should be perceptual smoothness but user should not have to deal with it.
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// // Everywhere in the code you meet smoothness it is perceptual smoothness
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// half Smoothness; // 0=rough, 1=smooth
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// half Occlusion; // occlusion (default 1)
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// fixed Alpha; // alpha for transparencies
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//};
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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// Albedo comes from a texture tinted by color
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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//o.Albedo *= tex2D(_Detail, IN.uv_Detail).rgb * 2;
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o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
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fixed4 control = tex2D(_Control, IN.uv_MainTex);
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// Metallic and smoothness come from slider variables
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o.Metallic = _Metallic * control.r;
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o.Smoothness = _Glossiness * control.g;
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o.Alpha = c.a;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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