NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/Character/NLD_Charactor.shader

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8.7 KiB
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Shader "NLD_URP/NLD_Charactor"
{
Properties
{
// [MainColor] _BaseColor ("Main Color", color) = (1,1,1,1)
[MainTexture] _MainTex ("Texture", 2D) = "white" {}
_MaskTex ("Mask", 2D) = "white" {}
_OutlineColor("Outline Color",color)=(0.18,0.1098,0.0549,1)
_Outline("Thick of Outline",range(0,0.1))=0.008
_Factor("Factor",range(0,1)) = 0.32
// _Metillic("Metillic", range(0,1.0)) = 0.5
// _Smoothness("Smoothness", range(0,1.0)) = 0.5
// _emission("Emission", range(0, 1.0)) = 0.5
_shadowScale("ShadowScale", range(0, 1.0)) = 0.5
// _specularColor("SpecularColor", color) = (1,1,1,1)
_specularScaleG("SpecularScaleG", range(0, 10.0)) = 2.0
_specularScaleB("SpecularScaleB", range(0, 10.0)) = 2.0
_AlphaClip ("Alpha Clip", Range(0,1)) = 0.1
_fadeAlpha("FadeAlpha", range(0, 1.0)) = 1.0
// 接受阴影开关
[MaterialToggle(_RECEIVE_SHADOW_ON)] _ReceiveShadow ("Receive Shadow", Float) = 0
}
SubShader
{
Tags {
"RenderType"="Opaque"
"RenderPipeline" = "UniversalPipeline"
}
LOD 100
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct appdata
{
float4 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 positionHCS : SV_POSITION;
#if defined(_RECEIVE_SHADOW_ON)
float3 normalWS : TEXCOORD1;
float3 positionWS : TEXCOORD02;
#endif
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _MaskTex_ST;
float4 _BaseMap_ST;
float _specularScaleB;
float _specularScaleG;
float _shadowScale;
float _Outline;
float4 _OutlineColor;
float _Factor;
float _AlphaClip;
float _fadeAlpha;
CBUFFER_END
ENDHLSL
Pass
{
Cull Off
Name "ForwardLit"
Tags {
"LightMode" = "UniversalForward"
"RenderType" = "Opaque"
}
Blend SrcAlpha OneMinusSrcAlpha
BlendOp Add
ZWrite On
ZTest Less
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature_local _ _RECEIVE_SHADOW_ON
#if defined(_RECEIVE_SHADOW_ON)
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#endif
v2f vert (appdata v)
{
v2f o;
o.positionHCS = TransformObjectToHClip(v.positionOS.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
#if defined(_RECEIVE_SHADOW_ON)
o.positionWS = TransformObjectToWorld(v.positionOS);
o.normalWS = TransformObjectToWorldNormal(v.normal);
#endif
return o;
}
half4 frag (const v2f i) : SV_Target
{
if (_fadeAlpha <= 0.01) {
discard;
}
// sample the texture
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
if (color.a <= _AlphaClip) discard;
// AlphaDiscard(color.a, 0.5);
// color.a = 1;
half4 colorMask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);
float r = colorMask.r;
half shadow = 1.0;
#if defined(_RECEIVE_SHADOW_ON)
//当前模型接收阴影
float4 SHADOW_COORDS = TransformWorldToShadowCoord(i.positionWS);
// 光照阴影数据
shadow = MainLightRealtimeShadow(SHADOW_COORDS);
#endif
if (r < 0.5) {
shadow = 0;
}
color.xyz *= lerp(1, _shadowScale, 1 - shadow);
if (colorMask.b > 0.5) {
color.xyz *= _specularScaleB;
}
if (colorMask.g > 0.5) {
color.xyz *= _specularScaleG;
}
// if (colorMask.g > 0.5) {
// SurfaceData surfaceData = (SurfaceData)0;
// surfaceData.alpha = 1;
// surfaceData.albedo = color.rgb;
// // 金属度
// surfaceData.metallic = _Metillic;
// surfaceData.specular = half3(0,0,0);
// surfaceData.smoothness = _Smoothness;
// surfaceData.normalTS = i.normalWS;
// surfaceData.occlusion = 1.0;
// surfaceData.emission = _emission;
// InputData inputData = (InputData)0;
// inputData.positionWS = i.positionWS;
// half3 viewDirWS = GetWorldSpaceNormalizeViewDir(inputData.positionWS);
// inputData.normalWS = i.normalWS;
// inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
// viewDirWS = SafeNormalize(viewDirWS);
// inputData.viewDirectionWS = viewDirWS;
// inputData.shadowCoord = float4(0,0,0,0);
// half4 bpColor = UniversalFragmentPBR(inputData, surfaceData);
// return bpColor;
// }
color.a = _fadeAlpha;
return color;
}
ENDHLSL
}
Pass {
Name "Outline"
Tags { "LightMode" = "Outline" }
Cull Front
ZTest Less
ZWrite On
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
v2f vert (appdata v)
{
v2f o;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
float3 dir = TransformObjectToWorldNormal(v.normal);
float3 dir2 = v.normal;
float D = dot(dir, dir2);
dir = dir*sign(D);
dir = dir*_Factor + dir2*(1-_Factor);
v.positionOS.xyz += dir*_Outline;
o.positionHCS = TransformObjectToHClip(v.positionOS.xyz);
return o;
}
half4 frag (v2f i) : SV_Target
{
if (_fadeAlpha <= 0.01) {
discard;
}
// sample the texture
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
if (color.a < _AlphaClip) discard;
half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);
if (mask.a < 0.1) discard;
half4 c = _OutlineColor;
c.a = _fadeAlpha;
return c;
}
ENDHLSL
}
Pass {
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
// -------------------------------------
// Render State Commands
ZWrite On
ZTest LEqual
Cull Back
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex vert
#pragma fragment frag
v2f vert (appdata v)
{
v2f o;
o.positionHCS = TransformObjectToHClip(v.positionOS.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
half4 frag (v2f i) : SV_Target
{
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
if (color.a < _AlphaClip) discard;
return 1;
}
ENDHLSL
}
}
}