shaoxiadiablo/Assets/AGame/Res/Shaders/MYPBS/MY_PBS_PlayerV3.shader
2025-05-18 01:04:31 +08:00

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// ***********************************************************************
// Author : Kimch
// Created : 2018-7-1
// Description : 角色Shader
// Last Modified By : Kimch
// Last Modified On : 2019-7-1
// ***********************************************************************
// <copyright file= "MY_PBS_PlayerV3" company="kk"></copyright>
// ***********************************************************************
Shader "MY/PBS/PlayerV3"
{
Properties
{
[HDR]_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
[NoScaleOffset]_MetalTex("Metallic", 2D) = "black" {}
_MetalColor("Metallic Color", Color) = (0,0,0,1)
_GlossColor("Smoothness Color", Color) = (0,0,0,1)
// 立方体贴图属性
_Cube("Cubemap", CUBE) = "" {}
[Header(Detail)]
_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
_DetailNormalMapScale("Scale", Float) = 1.0
_DetailNormalMap("Normal Map", 2D) = "bump" {}
_DetailColor("花纹颜色", Color) = (0,0,0,1)
_DetailPower("花纹强度", Range(-10,10)) = 1
[Header(Rim)]
_RimColor("边光颜色", Color) = (0,0,0,1)
_RimPower("边光强度", Range(-10,10)) = 1
_RimRange("边光范围", Range(1,10)) = 1.8
[Header(Emission)]
_EmissionColor("自发光颜色", Color) = (0,0,0)
_EmissionPower("自发光强度", Range(-10,10)) = 0
[Header(Scroll)]
_ScrollTex("流光贴图(RGB)", 2D) = "black" {}
_ScrollPower("流光强度", Range(-10, 10)) = 1
_ScrollSpeedX("X流光速度", Range(-10, 10)) = 0
_ScrollSpeedY("Y流光速度", Range(-10, 10)) = 0
[Header(ColorMask)]
[NoScaleOffset]_ColorMaskTex("换色贴图", 2D) = "white" { }
[HDR]_RColorMaskColor("区域一(红色部分控制)", Color) = (0,0,0,1)
[HDR]_GColorMaskColor("区域二(绿色部分控制)", Color) = (0,0,0,1)
[HDR]_BColorMaskColor("区域三(蓝色部分控制)", Color) = (0,0,0,1)
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:myvert finalcolor:mycolor nometa nolightmap nofog noinstancing keepalpha exclude_path:deferred exclude_path:prepass
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
samplerCUBE _Cube;
sampler2D _MainTex;
fixed4 _Color;
sampler2D _MetalTex;
fixed4 _MetalColor;
fixed4 _GlossColor;
fixed3 _RimColor;
half _RimPower;
half _RimRange;
#if _DETAIL
sampler2D _DetailAlbedoMap;
sampler2D _DetailNormalMap;
half _DetailNormalMapScale;
#endif
fixed3 _DetailColor;
half _DetailPower;
fixed3 _EmissionColor;
half _EmissionPower;
// Color Mask
sampler2D _ColorMaskTex;
fixed4 _RColorMaskColor;
fixed4 _GColorMaskColor;
fixed4 _BColorMaskColor;
// Scroll
sampler2D _ScrollTex;
half _ScrollPower;
half _ScrollSpeedX;
half _ScrollSpeedY;
struct Input
{
float2 uv_MainTex;
float2 uv_ScrollTex;
float2 uv_DetailAlbedoMap;
float2 uv_DetailNormalMap;
float3 viewDir;
float3 worldNormal;
float3 worldRefl;
float2 scrollAdd;
INTERNAL_DATA
};
//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
//};
void myvert(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
o.scrollAdd.xy = float2(_ScrollSpeedX, _ScrollSpeedY)*_Time.y;
}
void surf(Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 cm = tex2D(_ColorMaskTex, IN.uv_MainTex);
fixed4 specGloss = tex2D(_MetalTex, IN.uv_MainTex);
fixed4 scroll = tex2D(_ScrollTex, IN.scrollAdd + IN.uv_ScrollTex);
//half h = specGloss.b - 0.5;
//float2 offset = ParallaxOffset(h, _Parallax, IN.viewDir);
//IN.uv_MainTex += offset;
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
fixed4 cmc = cm.r * _RColorMaskColor + cm.g * _GColorMaskColor + cm.b*_BColorMaskColor;
o.Albedo = ((1 - specGloss.g - specGloss.r) * cmc + specGloss.g + specGloss.r)* c.rgb + (1- specGloss.r)* specGloss.b*_DetailPower*_DetailColor.rgb;
// Specular and smoothness come from slider variables
o.Metallic = saturate(sign(specGloss.r - 0.1))*_MetalColor.a + cm.r*_MetalColor.r + cm.g*_MetalColor.g + cm.b *_MetalColor.b;
o.Smoothness = _GlossColor.a*specGloss.r + _GlossColor.r*cm.r + _GlossColor.g*cm.g + _GlossColor.b*cm.b;
o.Emission = /*saturate(o.Smoothness - 0.3) * texCUBE(_Cube, IN.worldRefl).rgb*/ /*+ _EmissionPower * _EmissionColor.rgb*/ +specGloss.a *_ScrollPower *scroll.rgb + specGloss.b*_DetailPower*saturate(_DetailColor.rgb - 0.1f);
#if _DETAIL
half mask = 1 - saturate(cm.g - 0.2);
half3 detailAlbedo = tex2D(_DetailAlbedoMap, IN.uv_DetailAlbedoMap).rgb;
#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
half3 normalTangent = IN.worldNormal;
half3 detailNormalTangent = UnpackScaleNormal(tex2D(_DetailNormalMap, IN.uv_DetailNormalMap), _DetailNormalMapScale);
#if _DETAIL_LERP
normalTangent = lerp(
normalTangent,
detailNormalTangent,
mask);
#else
normalTangent = lerp(
normalTangent,
BlendNormals(normalTangent, detailNormalTangent),
mask);
#endif
o.Normal = normalTangent;
#endif
o.Alpha = c.a;
}
void mycolor(Input IN, SurfaceOutputStandard o, inout fixed4 color)
{
fixed3 rim = saturate(1 - saturate(dot(IN.worldNormal, IN.viewDir)) * _RimRange) *_RimPower * _RimColor;
color.rgb += rim;
}
ENDCG
}
FallBack "Diffuse"
}