JJBB/Assets/Project/Shader/T2M 2 Textures.shader

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2024-08-23 15:49:34 +08:00
// AuthorBlastom
// 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
// 支持GLES 2.0包括Shader Level 2.0的机器T4MBase
// 特别减少Vert传输到Frag的参数数目因此无法使用surface。
// 升级Unity版本如果有算法改变需要特殊处理。
Shader "Zhanyou/Scene/T2M 2 Textures" {
Properties {
_Splat0 ("Layer 1", 2D) = "white" {}
_Splat1 ("Layer 2", 2D) = "white" {}
[NoScaleOffset]_Control ("Control (RGBA)", 2D) = "white" {}
_Emission("Emission", Float) = 1.0
}
CGINCLUDE
#include "T2MBase.cginc"
ENDCG
SubShader {
Tags {
// 最后绘制,以最大限度剔除高消耗像素
"Queue"="AlphaTest+1"
"SplatCount" = "2"
"RenderType" = "Opaque"
}
// Forward Base
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#define UNITY_PASS_FORWARDBASE
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma vertex vert_Base
#pragma fragment frag
#pragma multi_compile __ PLAYER_HALO_ON
fixed4 frag(v2f_Base i) : SV_TARGET
{
COLOR_FRAG;
// 世界法线
fixed3 worldNormal = fixed3(i.tSpace0.z, i.tSpace1.z, i.tSpace2.z);
GET_UNITY_GI_COLOR;
// 自发光功能
c.rgb = giColor + c.rgb * _Emission;
#if PLAYER_HALO_ON
c.rgb += _DirectionalLightColor * LightColorFromWorld(worldPos);
#endif
UNITY_APPLY_FOG(i.fogCoord, c);
UNITY_OPAQUE_ALPHA(c.a);
return c;
}
ENDCG
}
// Forward Add
// 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
// 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
// 该通道可以省去镜面高光等所需参数,因此按常规算法做
Pass
{
Name "FORWARD_ADD"
Tags { "LightMode" = "ForwardAdd" }
ZWrite Off
Blend One One
CGPROGRAM
#define UNITY_PASS_FORWARDADD
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "Gles2Helper.cginc"
#pragma multi_compile_fwdadd
#pragma multi_compile_fog
#pragma skip_variants INSTANCING_ON
#pragma vertex vert_Add
#pragma fragment frag
fixed4 frag(v2f_Add i) : SV_TARGET
{
#ifdef LIGHTMAP_ON
fixed4 c = fixed4(0.0, 0.0, 0.0, 0.0);
#else
COLOR_FRAG;
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
half NtoL = max(0.0, i.lightDir.z);
c.rgb = c.rgb * atten * _LightColor0.rgb * NtoL;
#endif
UNITY_APPLY_FOG(i.fogCoord, c);
UNITY_OPAQUE_ALPHA(c.a);
return c;
}
ENDCG
}
// Meta
Pass
{
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
#define UNITY_PASS_META
#include "UnityCG.cginc"
#include "UnityMetaPass.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma skip_variants INSTANCING_ON
struct v2f {
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
};
v2f vert(appdata_full v) {
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f, o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
fixed4 frag(v2f i) : SV_TARGET
{
COLOR_FRAG;
UnityMetaInput metaIN;
UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
metaIN.Albedo = c.rgb;
metaIN.Emission = c.rgb * _Emission;
return UnityMetaFragment(metaIN);
}
ENDCG
}
}
Fallback "Diffuse"
}