149 lines
4.8 KiB
Plaintext
149 lines
4.8 KiB
Plaintext
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// Author:Blastom
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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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// Layer 3 和 Layer 4 会都是用Layer 3的Uv配置,以减少v2f参数量
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Shader "Zhanyou/Scene/T3M 3 Textures Bump" {
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Properties {
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_Splat0 ("Layer 1", 2D) = "white" {}
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_Splat1 ("Layer 2", 2D) = "white" {}
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_Splat2 ("Layer 3", 2D) = "white" {}
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[NoScaleOffset]_BumpSplat0 ("Layer1Normalmap", 2D) = "bump" {}
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[NoScaleOffset]_BumpSplat1 ("Layer2Normalmap", 2D) = "bump" {}
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//[NoScaleOffset]_BumpSplat2 ("Layer3Normalmap", 2D) = "bump" {}
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[NoScaleOffset]_Control ("Control (RGBA)", 2D) = "white" {}
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_BumpVector ("Normal Strength", Vector) = (0, 0, 0, 0)
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_Specular ("Specular", Range(0, 2)) = 0.25
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_Gloss("Gloss", Vector) = (0.5, 0.5, 0.5, 0.5)
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_Emission("Emission", Float) = 1.0
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}
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CGINCLUDE
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#include "T3MBase.cginc"
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uniform sampler2D _BumpSplat0, _BumpSplat1, _BumpSplat2;
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#define NORMAL_FRAG \
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half3 normal_0 = UnpackNormal(tex2D(_BumpSplat0, uv_0)); \
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half3 normal_1 = UnpackNormal(tex2D(_BumpSplat1, uv_1)); \
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half3 normal = normalize(normal_0 * control.r + normal_1 * control.g + half3(0, 0, 1) * control.b)
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ENDCG
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SubShader {
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Tags {
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// 最后绘制,以最大限度剔除高消耗像素
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"Queue"="AlphaTest+1"
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"SplatCount" = "4"
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"RenderType" = "Opaque"
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}
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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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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma vertex vert_Base
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#pragma fragment frag
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#pragma multi_compile __ T4M_NORMAL_OFF
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#pragma multi_compile __ T4M_UNITY_GI_OFF
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#pragma multi_compile __ PLAYER_HALO_ON
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#if !T4M_NORMAL_OFF
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uniform half4 _BumpVector;
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#endif
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#if !T4M_SPECULAR_OFF
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uniform half _Specular;
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uniform half4 _Gloss;
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#endif
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fixed4 frag(v2f_Base i) : SV_TARGET
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{
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COLOR_FRAG;
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// 世界法线
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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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// 减少两张法线贴图的流程
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//#if T2M_NORMAL
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// half3 normal_0 = UnpackNormal(tex2D(_BumpSplat0, uv_0));
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// half3 normal_1 = UnpackNormal(tex2D(_BumpSplat1, uv_1));
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// half3 normal = normalize(normal_0 * control.r + normal_1 * control.g + half3(0, 0, 1) * control.b);
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//#else
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NORMAL_FRAG;
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//#endif
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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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half bumpLerp = _BumpVector.r * control.r + _BumpVector.g * control.g + _BumpVector.b * control.b;
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giColor += (ndotl - ndotlVert) * bumpLerp * SIM_LIGHT_COLOR;
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#endif
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#if !T4M_UNITY_GI_OFF
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// 虚拟光源高光反射
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fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
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half gloss = _Gloss.r * control.r + _Gloss.g * control.g + _Gloss.b * control.b;
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half3 h = normalize (_SpecularLight.xyz + worldViewDir);
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half nh = max (0, dot (worldNormal, h));
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half specular = pow (nh, _Specular * 128.0) * gloss * c.a;
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giColor += specular * atten;
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#endif
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#if PLAYER_HALO_ON
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giColor += _DirectionalLightColor * LightColorFromWorld(worldPos);
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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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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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#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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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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COLOR_FRAG;
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NORMAL_FRAG;
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UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
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half NtoL = max(0.0, dot(i.lightDir, normal));
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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/Scene/T4M 4 Textures"
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}
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