shaoxiadiablo/Assets/AGame/Res/Shaders/MY/MYPBRPlayerV2.shader

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2025-05-18 01:04:31 +08:00
Shader "MY/PBR/PlayerV2"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_SpecTex("Specular (R 高光 G 自发光 B Detail)", 2D) = "black" {}
_SpecColor("高光颜色", Color) = (0,0,0,1)
_SpecPower("高光强度", Range(0,2)) = 1
_RimColor("边光颜色", Color) = (0,0,0,1)
_RimPower("边光强度", Range(0,2)) = 1
_RimRange("边光范围", Range(1,10)) = 1.8
_EmissionColor("自发光颜色", Color) = (0,0,0)
_EmissionPower("自发光强度", Range(0,5)) = 1
[HDR]_DetailColor("细节颜色", Color) = (0,0,0)
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf StandardSpecular fullforwardshadows finalcolor:mycolor exclude_path:deferred exclude_path:prepass nometa nolightmap nofog
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
float3 viewDir;
float3 worldNormal;
};
half _Glossiness;
fixed4 _Color;
sampler2D _SpecTex;
//fixed3 _SpecColor;
half _SpecPower;
fixed3 _RimColor;
half _RimPower;
half _RimRange;
fixed3 _EmissionColor;
half _EmissionPower;
fixed3 _DetailColor;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
//struct SurfaceOutputStandardSpecular
//{
// fixed3 Albedo; // diffuse color
// fixed3 Specular; // specular color
// float3 Normal; // tangent space normal, if written
// half3 Emission;
// half Smoothness; // 0=rough, 1=smooth
// half Occlusion; // occlusion (default 1)
// fixed Alpha; // alpha for transparencies
//};
//struct SurfaceOutputStandard
//{
// fixed3 Albedo; // base (diffuse or specular) color
// float3 Normal; // tangent space normal, if written
// half3 Emission;
// half Metallic; // 0=non-metal, 1=metal
// // Smoothness is the user facing name, it should be perceptual smoothness but user should not have to deal with it.
// // Everywhere in the code you meet smoothness it is perceptual smoothness
// half Smoothness; // 0=rough, 1=smooth
// half Occlusion; // occlusion (default 1)
// fixed Alpha; // alpha for transparencies
//};
/* half3 LerpWhiteTo(half3 b, half t)
{
half oneMinusT = 1 - t;
return half3(oneMinusT, oneMinusT, oneMinusT) + b * t;
}*/
//void vert(inout appdata_full v, out Input o)
//{
// UNITY_INITIALIZE_OUTPUT(Input, o);
//}
void surf(Input IN, inout SurfaceOutputStandardSpecular o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
fixed4 specGloss = tex2D(_SpecTex, IN.uv_MainTex);
fixed3 detailAlbedo = _DetailColor;//tex2D(_DetailAlbedoMap, IN.uv_MainTex);
o.Albedo = c.rgb;
half mask = specGloss.b;
//#if _DETAIL_MULX2
// o.Albedo *= LerpWhiteTo(detailAlbedo * unity_ColorSpaceDouble.rgb, mask);
//#elif _DETAIL_MUL
//o.Albedo *= LerpWhiteTo(detailAlbedo, mask);
//#elif _DETAIL_ADD
o.Albedo += detailAlbedo * mask;
//#elif _DETAIL_LERP
// o.Albedo = lerp(albedo, detailAlbedo, mask);
//#endif
//o.Albedo = c.rgb;
// Specular and smoothness come from slider variables
o.Specular = _SpecColor * specGloss.r * _SpecPower;
o.Smoothness = _Glossiness;
//o.Emission = specGloss.g * _EmissionPower * _EmissionColor;
o.Alpha = 1;//c.a;
}
void mycolor(Input IN, SurfaceOutputStandardSpecular o, inout fixed4 color)
{
fixed3 rim = _RimColor * _RimPower * saturate(1 - saturate(dot(IN.worldNormal, IN.viewDir)) * _RimRange);
color.rgb += rim;
}
ENDCG
}
FallBack "Diffuse"
}