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846 行
24 KiB
846 行
24 KiB
// define Z_TEXTURE_CHANNELS 4
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// define Z_MESH_ATTRIBUTES UV3
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// Important! This is a generated file, any changes will be overwritten
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// when the _SfSrc suffixed version of this shader is modified.
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Shader "Polybrush/TriPlanar Blend" {
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Properties {
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_Metallic ("Metallic", Range(0, 1)) = 0
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_Gloss ("Gloss", Range(0, 1)) = 0.8
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_Texture1 ("Texture 1", 2D) = "white" {}
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_Texture2 ("Texture 2", 2D) = "white" {}
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_Texture3 ("Texture 3", 2D) = "white" {}
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_Texture4 ("Texture 4", 2D) = "white" {}
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}
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SubShader {
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Tags {
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"RenderType"="Opaque"
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}
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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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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#define UNITY_PASS_FORWARDBASE
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
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#define _GLOSSYENV 1
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdbase_fullshadows
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
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#pragma target 3.0
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uniform float _Metallic;
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uniform float _Gloss;
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uniform sampler2D _Texture1; uniform float4 _Texture1_ST;
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uniform sampler2D _Texture2; uniform float4 _Texture2_ST;
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uniform sampler2D _Texture3; uniform float4 _Texture3_ST;
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uniform sampler2D _Texture4; uniform float4 _Texture4_ST;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float4 uv1 : TEXCOORD0;
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float4 uv2 : TEXCOORD1;
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float4 posWorld : TEXCOORD2;
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float3 normalDir : TEXCOORD3;
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float3 tangentDir : TEXCOORD4;
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float3 bitangentDir : TEXCOORD5;
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LIGHTING_COORDS(6,7)
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UNITY_FOG_COORDS(8)
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#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
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float4 ambientOrLightmapUV : TEXCOORD9;
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#endif
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv1 = v.texcoord1;
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o.uv2 = v.texcoord2;
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#ifdef LIGHTMAP_ON
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o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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o.ambientOrLightmapUV.zw = 0;
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#elif UNITY_SHOULD_SAMPLE_SH
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#endif
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#ifdef DYNAMICLIGHTMAP_ON
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o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = UnityObjectToClipPos(v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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TRANSFER_VERTEX_TO_FRAGMENT(o)
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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i.normalDir = normalize(i.normalDir);
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float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float3 normalDirection = i.normalDir;
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float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
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float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
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float3 lightColor = _LightColor0.rgb;
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float3 halfDirection = normalize(viewDirection+lightDirection);
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////// Lighting:
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float attenuation = LIGHT_ATTENUATION(i);
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float3 attenColor = attenuation * _LightColor0.xyz;
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float Pi = 3.141592654;
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float InvPi = 0.31830988618;
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///////// Gloss:
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float gloss = _Gloss;
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float specPow = exp2( gloss * 10.0+1.0);
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/////// GI Data:
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UnityLight light;
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#ifdef LIGHTMAP_OFF
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light.color = lightColor;
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light.dir = lightDirection;
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light.ndotl = LambertTerm (normalDirection, light.dir);
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#else
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light.color = half3(0.f, 0.f, 0.f);
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light.ndotl = 0.0f;
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light.dir = half3(0.f, 0.f, 0.f);
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#endif
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UnityGIInput d;
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d.light = light;
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d.worldPos = i.posWorld.xyz;
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d.worldViewDir = viewDirection;
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d.atten = attenuation;
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#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
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d.ambient = 0;
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d.lightmapUV = i.ambientOrLightmapUV;
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#else
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d.ambient = i.ambientOrLightmapUV;
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#endif
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d.boxMax[0] = unity_SpecCube0_BoxMax;
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d.boxMin[0] = unity_SpecCube0_BoxMin;
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d.probePosition[0] = unity_SpecCube0_ProbePosition;
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d.probeHDR[0] = unity_SpecCube0_HDR;
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d.boxMax[1] = unity_SpecCube1_BoxMax;
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d.boxMin[1] = unity_SpecCube1_BoxMin;
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d.probePosition[1] = unity_SpecCube1_ProbePosition;
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d.probeHDR[1] = unity_SpecCube1_HDR;
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Unity_GlossyEnvironmentData ugls_en_data;
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ugls_en_data.roughness = 1.0 - gloss;
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ugls_en_data.reflUVW = viewReflectDirection;
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UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
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lightDirection = gi.light.dir;
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lightColor = gi.light.color;
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////// Specular:
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float NdotL = max(0, dot( normalDirection, lightDirection ));
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float LdotH = max(0.0,dot(lightDirection, halfDirection));
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float4 node_1190 = float4(i.uv2.r,i.uv2.g,i.uv2.b,i.uv2.a);
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float3 node_8849 = abs(i.normalDir);
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float3 node_3954 = (node_8849*node_8849);
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float2 node_6565 = float2(i.posWorld.g,i.posWorld.b);
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float4 _MainTex = tex2D(_Texture1,TRANSFORM_TEX(node_6565, _Texture1));
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float2 node_3477 = float2(i.posWorld.r,i.posWorld.b);
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float4 node_3536 = tex2D(_Texture1,TRANSFORM_TEX(node_3477, _Texture1));
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float2 node_311 = float2(i.posWorld.g,i.posWorld.r);
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float4 node_3386 = tex2D(_Texture1,TRANSFORM_TEX(node_311, _Texture1));
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float4 node_5742 = tex2D(_Texture2,TRANSFORM_TEX(node_6565, _Texture2));
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float4 node_4501 = tex2D(_Texture2,TRANSFORM_TEX(node_3477, _Texture2));
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float4 node_2195 = tex2D(_Texture2,TRANSFORM_TEX(node_311, _Texture2));
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float4 node_972 = tex2D(_Texture3,TRANSFORM_TEX(node_6565, _Texture3));
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float4 node_4295 = tex2D(_Texture3,TRANSFORM_TEX(node_3477, _Texture3));
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float4 node_1734 = tex2D(_Texture3,TRANSFORM_TEX(node_311, _Texture3));
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float4 node_7081 = tex2D(_Texture4,TRANSFORM_TEX(node_6565, _Texture4));
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float4 node_3235 = tex2D(_Texture4,TRANSFORM_TEX(node_3477, _Texture4));
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float4 node_9532 = tex2D(_Texture4,TRANSFORM_TEX(node_311, _Texture4));
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float3 diffuseColor = (node_1190.r*(node_3954.r*_MainTex.rgb + node_3954.g*node_3536.rgb + node_3954.b*node_3386.rgb) + node_1190.g*(node_3954.r*node_5742.rgb + node_3954.g*node_4501.rgb + node_3954.b*node_2195.rgb) + node_1190.b*(node_3954.r*node_972.rgb + node_3954.g*node_4295.rgb + node_3954.b*node_1734.rgb) + node_1190.a*(node_3954.r*node_7081.rgb + node_3954.g*node_3235.rgb + node_3954.b*node_9532.rgb)); // Need this for specular when using metallic
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float specularMonochrome;
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float3 specularColor;
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diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
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specularMonochrome = 1-specularMonochrome;
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float NdotV = max(0.0,dot( normalDirection, viewDirection ));
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float NdotH = max(0.0,dot( normalDirection, halfDirection ));
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float VdotH = max(0.0,dot( viewDirection, halfDirection ));
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float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
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float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
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float specularPBL = max(0, (NdotL*visTerm*normTerm) * (UNITY_PI / 4) );
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float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
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half grazingTerm = saturate( gloss + specularMonochrome );
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float3 indirectSpecular = (gi.indirect.specular);
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indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
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float3 specular = (directSpecular + indirectSpecular);
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/////// Diffuse:
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NdotL = max(0.0,dot( normalDirection, lightDirection ));
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half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
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float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
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float3 indirectDiffuse = float3(0,0,0);
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indirectDiffuse += gi.indirect.diffuse;
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float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
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/// Final Color:
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float3 finalColor = diffuse + specular;
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fixed4 finalRGBA = fixed4(finalColor,1);
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UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
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return finalRGBA;
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}
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ENDCG
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}
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Pass {
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Name "FORWARD_DELTA"
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Tags {
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"LightMode"="ForwardAdd"
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}
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Blend One One
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_FORWARDADD
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
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#define _GLOSSYENV 1
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
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#pragma target 3.0
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uniform float _Metallic;
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uniform float _Gloss;
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uniform sampler2D _Texture1; uniform float4 _Texture1_ST;
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uniform sampler2D _Texture2; uniform float4 _Texture2_ST;
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uniform sampler2D _Texture3; uniform float4 _Texture3_ST;
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uniform sampler2D _Texture4; uniform float4 _Texture4_ST;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float4 uv1 : TEXCOORD0;
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float4 uv2 : TEXCOORD1;
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float4 posWorld : TEXCOORD2;
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float3 normalDir : TEXCOORD3;
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float3 tangentDir : TEXCOORD4;
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float3 bitangentDir : TEXCOORD5;
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LIGHTING_COORDS(6,7)
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UNITY_FOG_COORDS(8)
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv1 = v.texcoord1;
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o.uv2 = v.texcoord2;
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = UnityObjectToClipPos(v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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TRANSFER_VERTEX_TO_FRAGMENT(o)
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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i.normalDir = normalize(i.normalDir);
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float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float3 normalDirection = i.normalDir;
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float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
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float3 lightColor = _LightColor0.rgb;
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float3 halfDirection = normalize(viewDirection+lightDirection);
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////// Lighting:
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float attenuation = LIGHT_ATTENUATION(i);
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float3 attenColor = attenuation * _LightColor0.xyz;
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float Pi = 3.141592654;
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float InvPi = 0.31830988618;
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///////// Gloss:
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float gloss = _Gloss;
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float specPow = exp2( gloss * 10.0+1.0);
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////// Specular:
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float NdotL = max(0, dot( normalDirection, lightDirection ));
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float LdotH = max(0.0,dot(lightDirection, halfDirection));
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float4 node_1190 = float4(i.uv2.r,i.uv2.g,i.uv2.b,i.uv2.a);
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float3 node_8849 = abs(i.normalDir);
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float3 node_3954 = (node_8849*node_8849);
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float2 node_6565 = float2(i.posWorld.g,i.posWorld.b);
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float4 _MainTex = tex2D(_Texture1,TRANSFORM_TEX(node_6565, _Texture1));
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float2 node_3477 = float2(i.posWorld.r,i.posWorld.b);
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float4 node_3536 = tex2D(_Texture1,TRANSFORM_TEX(node_3477, _Texture1));
|
|
|
|
float2 node_311 = float2(i.posWorld.g,i.posWorld.r);
|
|
|
|
float4 node_3386 = tex2D(_Texture1,TRANSFORM_TEX(node_311, _Texture1));
|
|
|
|
float4 node_5742 = tex2D(_Texture2,TRANSFORM_TEX(node_6565, _Texture2));
|
|
|
|
float4 node_4501 = tex2D(_Texture2,TRANSFORM_TEX(node_3477, _Texture2));
|
|
|
|
float4 node_2195 = tex2D(_Texture2,TRANSFORM_TEX(node_311, _Texture2));
|
|
|
|
float4 node_972 = tex2D(_Texture3,TRANSFORM_TEX(node_6565, _Texture3));
|
|
|
|
float4 node_4295 = tex2D(_Texture3,TRANSFORM_TEX(node_3477, _Texture3));
|
|
|
|
float4 node_1734 = tex2D(_Texture3,TRANSFORM_TEX(node_311, _Texture3));
|
|
|
|
float4 node_7081 = tex2D(_Texture4,TRANSFORM_TEX(node_6565, _Texture4));
|
|
|
|
float4 node_3235 = tex2D(_Texture4,TRANSFORM_TEX(node_3477, _Texture4));
|
|
|
|
float4 node_9532 = tex2D(_Texture4,TRANSFORM_TEX(node_311, _Texture4));
|
|
|
|
float3 diffuseColor = (node_1190.r*(node_3954.r*_MainTex.rgb + node_3954.g*node_3536.rgb + node_3954.b*node_3386.rgb) + node_1190.g*(node_3954.r*node_5742.rgb + node_3954.g*node_4501.rgb + node_3954.b*node_2195.rgb) + node_1190.b*(node_3954.r*node_972.rgb + node_3954.g*node_4295.rgb + node_3954.b*node_1734.rgb) + node_1190.a*(node_3954.r*node_7081.rgb + node_3954.g*node_3235.rgb + node_3954.b*node_9532.rgb)); // Need this for specular when using metallic
|
|
|
|
float specularMonochrome;
|
|
|
|
float3 specularColor;
|
|
|
|
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
|
|
|
|
specularMonochrome = 1-specularMonochrome;
|
|
|
|
float NdotV = max(0.0,dot( normalDirection, viewDirection ));
|
|
|
|
float NdotH = max(0.0,dot( normalDirection, halfDirection ));
|
|
|
|
float VdotH = max(0.0,dot( viewDirection, halfDirection ));
|
|
|
|
float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
|
|
|
|
float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
|
|
|
|
float specularPBL = max(0, (NdotL*visTerm*normTerm) * (UNITY_PI / 4) );
|
|
|
|
float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
|
|
|
|
float3 specular = directSpecular;
|
|
|
|
/////// Diffuse:
|
|
|
|
NdotL = max(0.0,dot( normalDirection, lightDirection ));
|
|
|
|
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
|
|
|
|
float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
|
|
|
|
float3 diffuse = directDiffuse * diffuseColor;
|
|
|
|
/// Final Color:
|
|
|
|
float3 finalColor = diffuse + specular;
|
|
|
|
fixed4 finalRGBA = fixed4(finalColor * 1,0);
|
|
|
|
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
|
|
|
|
return finalRGBA;
|
|
|
|
}
|
|
|
|
ENDCG
|
|
|
|
}
|
|
|
|
Pass {
|
|
|
|
Name "Meta"
|
|
|
|
Tags {
|
|
|
|
"LightMode"="Meta"
|
|
|
|
}
|
|
|
|
Cull Off
|
|
|
|
|
|
|
|
CGPROGRAM
|
|
|
|
#pragma vertex vert
|
|
|
|
#pragma fragment frag
|
|
|
|
#define UNITY_PASS_META 1
|
|
|
|
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
|
|
|
|
#define _GLOSSYENV 1
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
#include "Lighting.cginc"
|
|
|
|
#include "UnityPBSLighting.cginc"
|
|
|
|
#include "UnityStandardBRDF.cginc"
|
|
|
|
#include "UnityMetaPass.cginc"
|
|
|
|
#pragma fragmentoption ARB_precision_hint_fastest
|
|
|
|
#pragma multi_compile_shadowcaster
|
|
|
|
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
|
|
|
|
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
|
|
|
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
|
|
|
|
#pragma multi_compile_fog
|
|
|
|
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
|
|
|
|
#pragma target 3.0
|
|
|
|
uniform float _Metallic;
|
|
|
|
uniform float _Gloss;
|
|
|
|
uniform sampler2D _Texture1; uniform float4 _Texture1_ST;
|
|
|
|
uniform sampler2D _Texture2; uniform float4 _Texture2_ST;
|
|
|
|
uniform sampler2D _Texture3; uniform float4 _Texture3_ST;
|
|
|
|
|
|
|
|
uniform sampler2D _Texture4; uniform float4 _Texture4_ST;
|
|
|
|
struct VertexInput {
|
|
|
|
float4 vertex : POSITION;
|
|
|
|
float3 normal : NORMAL;
|
|
|
|
float4 texcoord1 : TEXCOORD1;
|
|
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
};
|
|
|
|
struct VertexOutput {
|
|
|
|
float4 pos : SV_POSITION;
|
|
|
|
float4 uv1 : TEXCOORD0;
|
|
|
|
float4 uv2 : TEXCOORD1;
|
|
|
|
float4 posWorld : TEXCOORD2;
|
|
|
|
float3 normalDir : TEXCOORD3;
|
|
|
|
};
|
|
|
|
VertexOutput vert (VertexInput v) {
|
|
|
|
VertexOutput o = (VertexOutput)0;
|
|
|
|
o.uv1 = v.texcoord1;
|
|
|
|
o.uv2 = v.texcoord2;
|
|
|
|
o.normalDir = UnityObjectToWorldNormal(v.normal);
|
|
|
|
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
|
|
|
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
|
|
|
|
return o;
|
|
|
|
}
|
|
|
|
float4 frag(VertexOutput i) : SV_Target {
|
|
|
|
i.normalDir = normalize(i.normalDir);
|
|
|
|
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
|
|
|
float3 normalDirection = i.normalDir;
|
|
|
|
UnityMetaInput o;
|
|
|
|
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
|
|
|
|
|
|
|
|
o.Emission = 0;
|
|
|
|
|
|
|
|
float4 node_1190 = float4(i.uv2.r,i.uv2.g,i.uv2.b,i.uv2.a);
|
|
|
|
float3 node_8849 = abs(i.normalDir);
|
|
|
|
float3 node_3954 = (node_8849*node_8849);
|
|
|
|
float2 node_6565 = float2(i.posWorld.g,i.posWorld.b);
|
|
|
|
float4 _MainTex = tex2D(_Texture1,TRANSFORM_TEX(node_6565, _Texture1));
|
|
|
|
float2 node_3477 = float2(i.posWorld.r,i.posWorld.b);
|
|
|
|
float4 node_3536 = tex2D(_Texture1,TRANSFORM_TEX(node_3477, _Texture1));
|
|
|
|
float2 node_311 = float2(i.posWorld.g,i.posWorld.r);
|
|
|
|
float4 node_3386 = tex2D(_Texture1,TRANSFORM_TEX(node_311, _Texture1));
|
|
|
|
float4 node_5742 = tex2D(_Texture2,TRANSFORM_TEX(node_6565, _Texture2));
|
|
|
|
float4 node_4501 = tex2D(_Texture2,TRANSFORM_TEX(node_3477, _Texture2));
|
|
|
|
float4 node_2195 = tex2D(_Texture2,TRANSFORM_TEX(node_311, _Texture2));
|
|
|
|
float4 node_972 = tex2D(_Texture3,TRANSFORM_TEX(node_6565, _Texture3));
|
|
|
|
float4 node_4295 = tex2D(_Texture3,TRANSFORM_TEX(node_3477, _Texture3));
|
|
|
|
float4 node_1734 = tex2D(_Texture3,TRANSFORM_TEX(node_311, _Texture3));
|
|
|
|
float4 node_7081 = tex2D(_Texture4,TRANSFORM_TEX(node_6565, _Texture4));
|
|
|
|
float4 node_3235 = tex2D(_Texture4,TRANSFORM_TEX(node_3477, _Texture4));
|
|
|
|
float4 node_9532 = tex2D(_Texture4,TRANSFORM_TEX(node_311, _Texture4));
|
|
|
|
float3 diffColor = (node_1190.r*(node_3954.r*_MainTex.rgb + node_3954.g*node_3536.rgb + node_3954.b*node_3386.rgb) + node_1190.g*(node_3954.r*node_5742.rgb + node_3954.g*node_4501.rgb + node_3954.b*node_2195.rgb) + node_1190.b*(node_3954.r*node_972.rgb + node_3954.g*node_4295.rgb + node_3954.b*node_1734.rgb) + node_1190.a*(node_3954.r*node_7081.rgb + node_3954.g*node_3235.rgb + node_3954.b*node_9532.rgb));
|
|
|
|
float specularMonochrome;
|
|
|
|
float3 specColor;
|
|
|
|
diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
|
|
|
|
float roughness = 1.0 - _Gloss;
|
|
|
|
o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
|
|
|
|
|
|
|
|
return UnityMetaFragment( o );
|
|
|
|
}
|
|
|
|
ENDCG
|
|
|
|
}
|
|
|
|
}
|
|
|
|
FallBack "Diffuse"
|
|
|
|
CustomEditor "z_BlendMaterialInspector"
|
|
|
|
}
|
|
|