2025-05-18 01:04:31 +08:00

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Shader "MY/Specular"
{
Properties
{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("MainTex", 2D) = "white" {}
_FallOff("FallOff", 2D) = "white" {}
_FallOffPower("FallOffPower", Range(0,1)) = 1
_specTex("Specular", 2D) = "black" {}
_specPower("specPower", Range(0,1)) = 1
_specMultiple("Specular Multiple", Float) = 1
_shininess("Shininess", Range(0,1)) = 0.044
_Cube("Reflection Cubemap", Cube) = "_Skybox" {}
_CubePower("CubePower", Range(0,10)) = 1
_ReflectColor("Reflection Color", Color) = (1,1,1,0.5)
_FalloffSampler("Falloff Control", 2D) = "white" {}
_Falloff("FallOff Power", Range(0,30)) = 1
_RimLightSampler("RimLight Control", 2D) = "white" {}
_lightPower("light Power", Range(0,30)) = 0.5
}
SubShader
{
Tags{"Queue" = "Geometry" "IgnoreProjector" = "true" "RenderType" = "Opaque"}
Cull Back
ZWrite On
ZTest LEqual
ColorMask RGBA
CGPROGRAM
#pragma surface surf BlinnPhongEditor
#pragma target 3.0
fixed4 _Color;
sampler2D _MainTex;
sampler2D _FallOff;
sampler2D _specTex;
half _specPower;
half _specMultiple;
half _shininess;
half _FallOffPower;
half _CubePower;
samplerCUBE _Cube;
fixed4 _ReflectColor;
uniform fixed _Falloff;
uniform fixed _lightPower;
uniform sampler2D _FalloffSampler;
uniform sampler2D _RimLightSampler;
struct Input
{
half2 uv_MainTex;
half2 uv_specTex;
half3 worldRefl;
};
struct EditorSurfaceOutput
{
fixed3 Albedo;
half3 Normal;
half3 Emission;
half3 Gloss;
half Specular;
half Alpha;
half SAlpha;
};
inline half4 LightingBlinnPhongEditor(EditorSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
{
half3 h = normalize(lightDir + viewDir);
half diff = max(0, dot(lightDir, s.Normal));
half nh = max(0, dot(s.Normal, h));
half spec = pow(nh, s.Specular * 256);
half4 res;
res.rgb = _LightColor0.rgb * diff;
res.a = saturate(spec * Luminance(_LightColor0.rgb));
res *= atten;
half4 c;
c.rgb = (res.rgb * s.Albedo + res.rgb * s.Specular * s.Gloss * res.a * s.SAlpha);
half normalDotEye = dot(s.Normal, viewDir);
half falloffU = clamp(1 - abs(normalDotEye), 0.02, 0.98);
half4 falloffSamplerColor = _Falloff * tex2D(_FalloffSampler, half2(falloffU, 0.25f));
half3 combinedColor = lerp(c.rgb, falloffSamplerColor.rgb * c.rgb, falloffSamplerColor.a);
half rimlightDot = saturate(0.5 * (dot(s.Normal, lightDir) + 1.0));
falloffU = saturate(rimlightDot * falloffU);
falloffU = tex2D(_RimLightSampler, half2(falloffU, 0.25f)).r;
half3 lightColor = c.rgb * _lightPower;
combinedColor += falloffU * lightColor;
c.rgb = combinedColor;
c.a = s.Alpha;
return c;
}
void surf(Input IN, inout EditorSurfaceOutput o)
{
fixed4 c = tex2D(_MainTex,IN.uv_MainTex);
fixed4 spec = tex2D(_specTex,IN.uv_specTex);
fixed4 falloff = tex2D(_FallOff,IN.uv_MainTex);
fixed4 reflcol = texCUBE(_Cube, IN.worldRefl);
half ralpha = spec.a;
half alpha = lerp(0, spec.a , _specPower);
o.SAlpha = alpha;
o.Albedo = _Color * c;
o.Albedo = lerp(o.Albedo,o.Albedo*falloff,_FallOffPower);
o.Specular = _shininess * alpha;
o.Gloss = _specMultiple * alpha;
o.Emission = reflcol.rgb * _ReflectColor.rgb * _CubePower;
o.Alpha = c.a;
clip(c.a - 0.5f);
}
ENDCG
}
Fallback "Diffuse"
}