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2.2 KiB

Shader "Hidden/UniGLTF/StandardMapExporter"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_UnitySmoothness ("Unity Smoothness Factor", Float) = 1.0
_UnityMetallicSmoothTexture ("Unity Metallic Smoothness Texture", 2D) = "black" {}
_UnityOcclusionTexture ("Unity Occlusion Texture", 2D) = "black" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
half _UnitySmoothness;
sampler2D _UnityMetallicSmoothTexture;
sampler2D _UnityOcclusionTexture;
fixed4 frag (v2f i) : SV_Target
{
half4 occlusionTex = tex2D(_UnityOcclusionTexture, i.uv);
half occlusion = occlusionTex.g; // G: Unity Occlusion
half4 metallicRoughnessTex = tex2D(_UnityMetallicSmoothTexture, i.uv);
half smoothness = metallicRoughnessTex.a * _UnitySmoothness; // A: Unity Roughness
half metallic = metallicRoughnessTex.r; // R: Unity Metallic
fixed4 result;
result.r = occlusion; // R: glTF Occlusion
result.g = 1.0 - smoothness; // G: glTF Roughness
result.b = metallic; // B: glTF Metallic
result.a = 1.0; // A: glTF not used
return result;
}
ENDCG
}
}
}