959e80cf72
assets upload description.
476 lines
22 KiB
Plaintext
476 lines
22 KiB
Plaintext
Shader "StandardDoubleSide"
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{
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Properties
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{
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_Color ("Diffuse Color", Color) = (1,1,1,1)
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_SpecColor ("Specular Color", Color) = (1,1,1,1)
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_SpecularIntensity ("Specular Intensity", Range(0, 2)) = 0.2
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_Glossiness ("Glossiness", Range(0, 1)) = 0.5
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_MainTex ("Diffuse map (Spec A)", 2D) = "white" {}
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_BumpMap ("Normal map", 2D) = "bump" {}
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_NormalIntensity ("Normal Intensity", Range(0, 2)) = 1
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}
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SubShader
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{
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Tags
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{
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"RenderType"="Opaque"
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}
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Pass
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{
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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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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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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 only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
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#pragma target 3.0
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uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
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uniform float4 _Color;
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uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
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uniform float _NormalIntensity;
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uniform float _SpecularIntensity;
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uniform float _Glossiness;
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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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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float4 posWorld : TEXCOORD3;
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float3 normalDir : TEXCOORD4;
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float3 tangentDir : TEXCOORD5;
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float3 bitangentDir : TEXCOORD6;
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LIGHTING_COORDS(7,8)
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UNITY_FOG_COORDS(9)
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#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
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float4 ambientOrLightmapUV : TEXCOORD10;
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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.uv0 = v.texcoord0;
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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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#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, float facing : VFACE) : COLOR {
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float isFrontFace = ( facing >= 0 ? 1 : 0 );
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float faceSign = ( facing >= 0 ? 1 : -1 );
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i.normalDir = normalize(i.normalDir);
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i.normalDir *= faceSign;
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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 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
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float3 normalLocal = lerp(float3(0,0,1),_BumpMap_var.rgb,_NormalIntensity);
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float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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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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UNITY_LIGHT_ATTENUATION(attenuation,i, i.posWorld.xyz);
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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 = _Glossiness;
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float perceptualRoughness = 1.0 - _Glossiness;
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float roughness = perceptualRoughness * perceptualRoughness;
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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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#if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
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d.boxMin[0] = unity_SpecCube0_BoxMin;
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d.boxMin[1] = unity_SpecCube1_BoxMin;
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#endif
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#if UNITY_SPECCUBE_BOX_PROJECTION
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d.boxMax[0] = unity_SpecCube0_BoxMax;
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d.boxMax[1] = unity_SpecCube1_BoxMax;
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d.probePosition[0] = unity_SpecCube0_ProbePosition;
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d.probePosition[1] = unity_SpecCube1_ProbePosition;
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#endif
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d.probeHDR[0] = unity_SpecCube0_HDR;
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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 = saturate(dot( normalDirection, lightDirection ));
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float LdotH = saturate(dot(lightDirection, halfDirection));
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float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
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float3 specularColor = ((_MainTex_var.a*_SpecularIntensity)*_SpecColor.rgb);
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float specularMonochrome;
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float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
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diffuseColor = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, specularColor, specularMonochrome);
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specularMonochrome = 1.0-specularMonochrome;
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float NdotV = abs(dot( normalDirection, viewDirection ));
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float NdotH = saturate(dot( normalDirection, halfDirection ));
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float VdotH = saturate(dot( viewDirection, halfDirection ));
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float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
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float normTerm = GGXTerm(NdotH, roughness);
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float specularPBL = (visTerm*normTerm) * UNITY_PI;
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#ifdef UNITY_COLORSPACE_GAMMA
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specularPBL = sqrt(max(1e-4h, specularPBL));
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#endif
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specularPBL = max(0, specularPBL * NdotL);
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#if defined(_SPECULARHIGHLIGHTS_OFF)
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specularPBL = 0.0;
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#endif
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half surfaceReduction;
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#ifdef UNITY_COLORSPACE_GAMMA
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surfaceReduction = 1.0-0.28*roughness*perceptualRoughness;
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#else
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surfaceReduction = 1.0/(roughness*roughness + 1.0);
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#endif
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specularPBL *= any(specularColor) ? 1.0 : 0.0;
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float3 directSpecular = attenColor*specularPBL*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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indirectSpecular *= surfaceReduction;
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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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float nlPow5 = Pow5(1-NdotL);
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float nvPow5 = Pow5(1-NdotV);
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float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
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float3 indirectDiffuse = float3(0,0,0);
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indirectDiffuse += gi.indirect.diffuse;
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diffuseColor *= 1-specularMonochrome;
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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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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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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 only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
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#pragma target 3.0
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uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
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uniform float4 _Color;
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uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
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uniform float _NormalIntensity;
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uniform float _SpecularIntensity;
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uniform float _Glossiness;
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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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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float4 posWorld : TEXCOORD3;
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float3 normalDir : TEXCOORD4;
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float3 tangentDir : TEXCOORD5;
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float3 bitangentDir : TEXCOORD6;
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LIGHTING_COORDS(7,8)
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UNITY_FOG_COORDS(9)
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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.uv0 = v.texcoord0;
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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, float facing : VFACE) : COLOR {
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float isFrontFace = ( facing >= 0 ? 1 : 0 );
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float faceSign = ( facing >= 0 ? 1 : -1 );
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i.normalDir = normalize(i.normalDir);
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i.normalDir *= faceSign;
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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 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
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float3 normalLocal = lerp(float3(0,0,1),_BumpMap_var.rgb,_NormalIntensity);
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float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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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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UNITY_LIGHT_ATTENUATION(attenuation,i, i.posWorld.xyz);
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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 = _Glossiness;
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float perceptualRoughness = 1.0 - _Glossiness;
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float roughness = perceptualRoughness * perceptualRoughness;
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float specPow = exp2( gloss * 10.0 + 1.0 );
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////// Specular:
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float NdotL = saturate(dot( normalDirection, lightDirection ));
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float LdotH = saturate(dot(lightDirection, halfDirection));
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float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
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float3 specularColor = ((_MainTex_var.a*_SpecularIntensity)*_SpecColor.rgb);
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float specularMonochrome;
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float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
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diffuseColor = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, specularColor, specularMonochrome);
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specularMonochrome = 1.0-specularMonochrome;
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float NdotV = abs(dot( normalDirection, viewDirection ));
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float NdotH = saturate(dot( normalDirection, halfDirection ));
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float VdotH = saturate(dot( viewDirection, halfDirection ));
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float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
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float normTerm = GGXTerm(NdotH, roughness);
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float specularPBL = (visTerm*normTerm) * UNITY_PI;
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#ifdef UNITY_COLORSPACE_GAMMA
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specularPBL = sqrt(max(1e-4h, specularPBL));
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#endif
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specularPBL = max(0, specularPBL * NdotL);
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#if defined(_SPECULARHIGHLIGHTS_OFF)
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specularPBL = 0.0;
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#endif
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specularPBL *= any(specularColor) ? 1.0 : 0.0;
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float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
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float3 specular = directSpecular;
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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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float nlPow5 = Pow5(1-NdotL);
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float nvPow5 = Pow5(1-NdotV);
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float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
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diffuseColor *= 1-specularMonochrome;
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float3 diffuse = directDiffuse * diffuseColor;
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/// Final Color:
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float3 finalColor = diffuse + specular;
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fixed4 finalRGBA = fixed4(finalColor * 1,0);
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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 "ShadowCaster"
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Tags {
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"LightMode"="ShadowCaster"
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}
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Offset 1, 1
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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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 "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_shadowcaster
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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 only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
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#pragma target 3.0
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struct VertexInput {
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float4 vertex : POSITION;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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};
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struct VertexOutput {
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V2F_SHADOW_CASTER;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float4 posWorld : TEXCOORD3;
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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.posWorld = mul(unity_ObjectToWorld, v.vertex);
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o.pos = UnityObjectToClipPos( v.vertex );
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TRANSFER_SHADOW_CASTER(o)
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return o;
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}
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float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
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float isFrontFace = ( facing >= 0 ? 1 : 0 );
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float faceSign = ( facing >= 0 ? 1 : -1 );
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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Pass {
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Name "Meta"
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Tags {
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"LightMode"="Meta"
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}
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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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 "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#include "UnityMetaPass.cginc"
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_shadowcaster
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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 only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
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#pragma target 3.0
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uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
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uniform float4 _Color;
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uniform float _SpecularIntensity;
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uniform float _Glossiness;
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struct VertexInput {
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float4 vertex : POSITION;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float4 posWorld : TEXCOORD3;
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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.uv0 = v.texcoord0;
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o.uv1 = v.texcoord1;
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o.uv2 = v.texcoord2;
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
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return o;
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}
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float4 frag(VertexOutput i, float facing : VFACE) : SV_Target {
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float isFrontFace = ( facing >= 0 ? 1 : 0 );
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float faceSign = ( facing >= 0 ? 1 : -1 );
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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UnityMetaInput o;
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UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
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o.Emission = 0;
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float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
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float3 diffColor = (_MainTex_var.rgb*_Color.rgb);
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float3 specColor = ((_MainTex_var.a*_SpecularIntensity)*_SpecColor.rgb);
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float specularMonochrome = max(max(specColor.r, specColor.g),specColor.b);
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diffColor *= (1.0-specularMonochrome);
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float roughness = 1.0 - _Glossiness;
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o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
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return UnityMetaFragment( o );
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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