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

297 lines
10 KiB
Plaintext

Shader "NLD_URP/NLD_Scene_Lambert"
{
Properties
{
// [MainColor] _BaseColor ("Main Color", color) = (1,1,1,1)
[MainTexture] _MainTex ("Texture", 2D) = "white" {}
_MaskTex ("Mask", 2D) = "white" {}
_OutlineColor("Outline Color",color)=(0.1,0.1,0.2,1)
_Outline("Thick of Outline",range(0,0.1))=0.02
_Factor("Factor",range(0,1)) = 0.5
// _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
_Gloss("Gloss", range(0, 10.0)) = 2.0
_SpecialColor("SpecialColor", color) = (1,1,1,1)
_SpecialStrengh("_SpecialStrengh", range(0, 10.0)) = 1
_DiffuseStrengh("DiffuseStrengh", range(0, 10)) = 1
_MinDiffuse("MinDiffuse", range(0, 1)) = 0.1
}
SubShader
{
Tags {
"RenderType"="Opaque"
"RenderPipeline" = "UniversalPipeline"
}
LOD 100
Pass
{
Cull Back
Name "ForwardLit"
Tags {
"LightMode" = "UniversalForward"
}
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
// 开启接收阴影
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS //开启额外光源
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //主光源阴影
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE //主光源层级阴影是否开启
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS //额外光源阴影
#pragma multi_compile _ _SHADOWS_SOFT //软阴影
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
struct appdata
{
float4 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 positionHCS : SV_POSITION;
float3 normalWS : TEXCOORD1;
float3 positionWS : TEXCOORD02;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _MaskTex_ST;
float _Smoothness;
// float _emission;
float _specularScaleB;
float _specularScaleG;
float _shadowScale;
float _Gloss;
float4 _SpecialColor;
float _SpecialStrengh;
float _DiffuseStrengh;
float _MinDiffuse;
CBUFFER_END
v2f vert (appdata v)
{
UNITY_SETUP_INSTANCE_ID(v);
v2f o;
UNITY_TRANSFER_INSTANCE_ID(v,o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.positionHCS = TransformObjectToHClip(v.positionOS.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.normalWS = TransformObjectToWorldNormal(v.normal);
o.positionWS = TransformObjectToWorld(v.positionOS);
return o;
}
half4 frag (const v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
// sample the texture
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
if (color.a < 0.5) discard;
// AlphaDiscard(color.a, 0.5);
color.a = 1;
half4 colorMask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);
float r = colorMask.r;
//当前模型接收阴影
float4 SHADOW_COORDS = TransformWorldToShadowCoord(i.positionWS);
//放入光照数据
Light lightData = GetMainLight(SHADOW_COORDS);
//多光照阴影数据
half shadow = lightData.shadowAttenuation;
if ( shadow < 0.5 || r < 0.5) {
return color * _shadowScale;
}
if (colorMask.b > 0.5) {
return color * _specularScaleB;
}
if (colorMask.g > 0.5) {
half3 worldPos = i.positionWS;
half3 cameraPos = _WorldSpaceCameraPos.xyz;
half3 viewDir = normalize(cameraPos - worldPos);
half3 worldNormal = i.normalWS;
half3 lightDir = lightData.direction;
float3 reflectDir = normalize(mul(worldNormal , 2) - lightDir);
// Phong 模型公式高光反射计算
float3 _speColor = _SpecialColor.xyz;
float3 specular = lightData.color.rgb * _speColor * pow(max(0,dot(reflectDir,viewDir)), _Gloss);
// half3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
half diffuse = saturate(dot(lightDir, worldNormal)) * _DiffuseStrengh;
diffuse = max(diffuse, _MinDiffuse);
color.xyz = diffuse * color.xyz + specular * _SpecialStrengh;
return color;
}
return color;
}
ENDHLSL
}
Pass {
Name "Outline"
Tags {"LightMode"="SRPDefaultUnlit"}
Cull Front
ZTest Less
ZWrite On
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 positionHCS : SV_POSITION;
// float3 normal : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
// This macro declares _BaseMap as a Texture2D object.
TEXTURE2D(_MainTex);
// This macro declares the sampler for the _BaseMap texture.
SAMPLER(sampler_MainTex);
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float _Outline;
float4 _OutlineColor;
float _Factor;
CBUFFER_END
v2f vert (appdata v)
{
UNITY_SETUP_INSTANCE_ID(v);
v2f o;
UNITY_TRANSFER_INSTANCE_ID(v,o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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.vertex.xyz += dir*_Outline;
o.positionHCS = TransformObjectToHClip(v.vertex.xyz);
return o;
}
half4 frag (v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
// sample the texture
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
if (color.a < 0.5) discard;
half4 c = _OutlineColor;
return c;
}
ENDHLSL
}
Pass {
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
// -------------------------------------
// Render State Commands
ZWrite On
ZTest LEqual
ColorMask 0
Cull Back
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
//--------------------------------------
// GPU Instancing
// #pragma multi_compile_instancing
// #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
ENDHLSL
}
}
}