// *********************************************************************** // Author : Kimch // Created : 2018-7-1 // Description : 角色Shader // Last Modified By : Kimch // Last Modified On : 2019-7-1 // *********************************************************************** // // *********************************************************************** Shader "MY/PBS/PlayerV2" { Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo (RGB)", 2D) = "white" {} _BumpMap("Bumpmap", 2D) = "bump" {} _Detail("Detail", 2D) = "gray" {} _Control("R(metallic)G(Smooth)B(liuguang)", 2D) = "white" { } _Glossiness("Smoothness", Range(0,1)) = 0.5 _Metallic("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType" = "Opaque" } LOD 200 CGINCLUDE ENDCG Pass { Name "Glow" ColorMask RGB Blend One One ZWrite Off ZTest Greater Fog {Mode Off} CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" fixed4 _FresnelColor; fixed _FresnelExp; struct VertexInput { half4 vertex : POSITION; half3 normal : NORMAL; }; struct VertexOutput { half4 pos : SV_POSITION; half3 color : TEXCOORD0; //half4 posWorld : TEXCOORD0; //half3 normalDir : TEXCOORD1; }; VertexOutput vert(VertexInput v) { VertexOutput o; o.pos = UnityObjectToClipPos(v.vertex); half3 normalDir = mul(v.normal, unity_WorldToObject); normalDir = normalize(normalDir); half3 viewDir = mul(unity_ObjectToWorld, v.vertex); viewDir = normalize(_WorldSpaceCameraPos - viewDir); o.color = _FresnelColor.rgb * pow(1.0 - max(0, dot(normalDir, viewDir)), _FresnelExp); //o.normalDir = normalize(mul(half4(v.normal,0), unity_WorldToObject).xyz); //o.posWorld = mul(unity_ObjectToWorld, v.vertex); //o.posWorld.xyz = normalize(_WorldSpaceCameraPos.xyz - o.posWorld.xyz); //o.posWorld.x = pow(1.0 - max(0, dot(o.normalDir, o.posWorld.xyz)), _FresnelExp); return o; } fixed4 frag(VertexOutput i) : COLOR { //half3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); //half3 normalDirection = normalize(i.normalDir); //fixed3 finalColor = _FresnelColor.rgb * pow(1.0 - max(0,dot(normalDirection, viewDirection)) , _FresnelExp); return fixed4(i.color,1); } ENDCG } CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows nometa nolightmap nofog nolppv noinstancing exclude_path:deferred exclude_path:prepass // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; sampler2D _BumpMap; sampler2D _Detail; sampler2D _Control; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float2 uv_Detail; }; //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 //}; half _Glossiness; half _Metallic; fixed4 _Color; void surf(Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; //o.Albedo *= tex2D(_Detail, IN.uv_Detail).rgb * 2; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); fixed4 control = tex2D(_Control, IN.uv_MainTex); // Metallic and smoothness come from slider variables o.Metallic = _Metallic * control.r; o.Smoothness = _Glossiness * control.g; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }