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