278 lines
8.7 KiB
Plaintext
278 lines
8.7 KiB
Plaintext
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
|
|
}
|
|
}
|
|
}
|