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139 行
3.7 KiB
139 行
3.7 KiB
Shader "Work" {
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Properties
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{
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// Shading model
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[Enum(Unlit, Standard, Subsurface, Skin, Foliage, Clearcoat, Cloth, Eye, Hair)] _ShadingModel("Shading model", Float) = 0
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("Albedo", 2D) = "white" {}
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_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
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[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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_MetallicGlossMap("Metallic", 2D) = "white" {}
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_BumpMap("Normal Map", 2D) = "bump" {}
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_OcclusionMap("Occlusion", 2D) = "white" {}
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_EmissionColor("Color", Color) = (0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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// Anisotropy
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_Anisotropy("Anisotropy", Range(0,1)) = 0.0
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_AnisotropyMap("Anisotropy", 2D) = "white" {}
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_TangentMap("Tangent", 2D) = "white" {}
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// Subsurface Scattering
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_TranslucencyMap("Translucency Map", 2D) = "white" {}
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_TranslucentColor("Color", Color) = (0,0,0)
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_TDistortion("Transmission Distortion", Range(-10, 10)) = 2.0
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_TScale("Transmission Scale", Range(0, 10)) = 1.5
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_TAmbient("Transmission Ambient", Range(0, 10)) = 1.7
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_TPower("Transmission Power", Range(1, 10)) = 3.5
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_TAttenuation("Transmission Fake Attenuation", Range(0, 10)) = 1.0
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_TransmissionOverallStrength("Transmission Overall Strength", Range(0, 1)) = 1.0
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// Cloth
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_FuzzTex("Fuzz Map", 2D) = "white" {}
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_FuzzColor("Fuzz", Color) = (0,0,0)
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_Cloth("Cloth Factor", Range(0, 1)) = 0
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//Eye
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_IrisNormal("Iris Normal (RGB)", 2D) = "black" {}
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_IrisMask("Iris Mask (R)", 2D) = "black" {}
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_IrisDistance("Iris Distance", Range(0, 1)) = 0.5
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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//#define UNITY_BRDF_PBS BRDF_Unity_Anisotropic
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#include "UnityCG.cginc"
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#include "AdvancedBRDF.cginc"
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#include "AdvancedShading.cginc"
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#include "AdvancedLighting.cginc"
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#pragma target 5.0
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#pragma surface SurfaceAdvanced Advanced vertex:vert fullforwardshadows
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sampler2D _MainTex;
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struct Input
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{
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float2 uv_MainTex;
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float3 normal;
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float3 viewDir;
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float3 normalDir;
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float3 tangentDir;
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float3 bitangentDir;
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};
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//Vertex shader
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void vert(inout appdata_full v, out Input o)
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{
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UNITY_INITIALIZE_OUTPUT(Input, o);
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//Normal 2 World
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o.normalDir = normalize(UnityObjectToWorldNormal(v.normal));
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//Tangent 2 World
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float3 tangentMul = normalize(mul(unity_ObjectToWorld, v.tangent.xyz));
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o.tangentDir = float4(tangentMul, v.tangent.w);
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// Bitangent
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o.bitangentDir = cross(o.normalDir, o.tangentDir);
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}
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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UNITY_INSTANCING_CBUFFER_START(Props)
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UNITY_INSTANCING_CBUFFER_END
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void SurfaceAdvanced(Input IN, inout SurfaceOutputAdvanced o)
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{
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c;
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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o.Anisotropy = tex2D(_AnisotropyMap, IN.uv_MainTex) * _Anisotropy;
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float4 custom;
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if (_ShadingModel == 2 /*Subsurface*/)
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{
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custom = float4(Translucency(IN.uv_MainTex),0);
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}
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else if (_ShadingModel == 6 /*Cloth*/)
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{
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custom = float4(Fuzz(IN.uv_MainTex), Cloth());
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}
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else if (_ShadingModel == 7 /*Eye*/)
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{
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custom = Iris(IN.uv_MainTex);
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}
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o.CustomData = custom;
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float3 tangentTS = tex2D(_TangentMap, IN.uv_MainTex);
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float3 fTangent;
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if (tangentTS.z < 1) // TODO - Clean this
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{
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float3x3 worldToTangent;
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worldToTangent[0] = float3(1, 0, 0);
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worldToTangent[1] = float3(0, 1, 0);
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worldToTangent[2] = float3(0, 0, 1);
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float3 tangentTWS = mul(tangentTS, worldToTangent);
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fTangent = tangentTWS;
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}
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else
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fTangent = IN.tangentDir;
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o.WorldVectors = float3x3(fTangent, IN.bitangentDir, IN.normalDir);
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//o.ShadingModel = _ShadingModel;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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