114 lines
3.4 KiB
Plaintext
114 lines
3.4 KiB
Plaintext
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// Author:Blastom
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// Meta Pass和Shadow Caster使用 Fallback
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// 这个Shader只用于Non-Directional烘培的物体,动态物体使用光照会不正常;
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// 支持GLES 2.0,包括Shader Level 2.0的机器;
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// 升级Unity版本如果有算法改变,需要特殊处理。
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Shader "Zhanyou/Mobile/DiffuseBumpedEmit" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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[NoScaleOffset]_BumpMap ("Normal Map", 2D) = "bump" {}
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_BumpLerp ("Normal Strength", Range(0, 5)) = 1
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_Emission ("Emission", Range(0, 1)) = 0
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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// Forward Base
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Pass
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{
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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CGPROGRAM
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#define UNITY_PASS_FORWARDBASE
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#include "UnityGiBase.cginc"
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma multi_compile __ PLAYER_HALO_ON
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#pragma vertex vert_Base
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#pragma fragment frag
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform half _Emission;
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#if !T4M_NORMAL_OFF
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uniform sampler2D _BumpMap;
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uniform half _BumpLerp;
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#endif
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fixed4 frag(v2f_Base i) : SV_TARGET
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{
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float2 uv = TRANSFORM_TEX(i.uv, _MainTex);
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fixed4 c = tex2D(_MainTex, uv);
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#if T4M_NORMAL_OFF
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fixed3 worldNormal = fixed3(i.tSpace0.z, i.tSpace1.z, i.tSpace2.z);
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#else
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half3 normal = UnpackNormal(tex2D(_BumpMap, uv));
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// 世界法线
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fixed3 worldNormal;
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worldNormal.x = dot(i.tSpace0.xyz, normal);
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worldNormal.y = dot(i.tSpace1.xyz, normal);
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worldNormal.z = dot(i.tSpace2.xyz, normal);
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worldNormal = normalize(worldNormal);
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#endif
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// 标准UnityGi流程
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GET_UNITY_GI_COLOR;
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#if !T4M_NORMAL_OFF
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// 法线强度调整功能
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fixed ndotlVert = LambertTerm(fixed3(i.tSpace0.z, i.tSpace1.z, i.tSpace2.z), lightDir);
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giColor += (ndotl - ndotlVert) * _BumpLerp * SIM_LIGHT_COLOR;
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#endif
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// 自发光功能
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c.rgb = giColor + c.rgb * _Emission;
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#if PLAYER_HALO_ON
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c.rgb += _DirectionalLightColor * LightColorFromWorld(worldPos);
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#endif
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UNITY_APPLY_FOG(i.fogCoord, c);
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UNITY_OPAQUE_ALPHA(c.a);
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return c;
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}
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ENDCG
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}
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// Forward Add
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// 注:实际光照贴图只通过meta通道实现,Forward Add仅用于编辑器无光照贴图时预览
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// 简单处理,Forward Add也使用顶点计算光照和视野方向,真实光照参数
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// 该通道可以省去镜面高光等所需参数,因此按常规算法做
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Pass
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{
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Name "FORWARD_ADD"
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Tags { "LightMode" = "ForwardAdd" }
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ZWrite Off
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Blend One One
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CGPROGRAM
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#define UNITY_PASS_FORWARDADD
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#include "UnityGiBase.cginc"
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#pragma multi_compile_fwdadd
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#pragma multi_compile_fog
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#pragma skip_variants INSTANCING_ON
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#pragma vertex vert_Add
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#pragma fragment frag
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform sampler2D _BumpMap;
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fixed4 frag(v2f_Add i) : SV_TARGET
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{
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#ifdef LIGHTMAP_ON
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fixed4 c = fixed4(0.0, 0.0, 0.0, 0.0);
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#else
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float2 uv = TRANSFORM_TEX(i.uv, _MainTex);
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fixed4 c = tex2D(_MainTex, uv);
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half3 normal = UnpackNormal(tex2D(_BumpMap, uv));
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half NtoL = max(0.0, dot(normal, i.lightDir));
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UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
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c.rgb = c.rgb * atten * _LightColor0.rgb * NtoL;
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#endif
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UNITY_APPLY_FOG(i.fogCoord, c);
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UNITY_OPAQUE_ALPHA(c.a);
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return c;
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}
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ENDCG
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}
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}
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FallBack "Zhanyou/Mobile/DiffuseEmit"
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}
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