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2024-08-23 15:49:34 +08:00

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Shader "UI/Lit/Detail"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_Specular ("Specular Color", Color) = (0,0,0,0)
_MainTex ("Diffuse (RGB), Alpha (A)", 2D) = "white" {}
_MainBump ("Diffuse Bump Map", 2D) = "bump" {}
_DetailTex ("Detail (RGB)", 2D) = "white" {}
_DetailBump ("Detail Bump Map", 2D) = "bump" {}
_Strength ("Detail Strength", Range(0.0, 1.0)) = 0.2
_Shininess ("Shininess", Range(0.01, 1.0)) = 0.2
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType"="Plane"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
CGPROGRAM
#pragma surface surf PPL alpha noshadow novertexlights nolightmap vertex:vert nofog
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
fixed4 color : COLOR;
float3 normal : NORMAL;
float4 tangent : TANGENT;
};
struct Input
{
half2 uv_MainTex;
half2 uv2_DetailTex;
fixed4 color : COLOR;
float4 worldPosition;
};
sampler2D _MainTex;
sampler2D _MainBump;
sampler2D _DetailTex;
sampler2D _DetailBump;
float4 _DetailTex_TexelSize;
fixed4 _Color;
fixed4 _Specular;
half _Strength;
half _Shininess;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
void vert (inout appdata_t v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
o.worldPosition = v.vertex;
v.vertex = o.worldPosition;
v.texcoord1.xy *= _DetailTex_TexelSize.xy;
v.color = v.color * _Color;
}
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 col = tex2D(_MainTex, IN.uv_MainTex) + _TextureSampleAdd;
fixed4 detail = tex2D(_DetailTex, IN.uv2_DetailTex);
// Mix normals by just averaging the data and then doing unpack.
// Much cheaper than unpacking both and then averaging -
// not 100% the same result but fairly close. And neither of
// these is "proper" normal blending anyway.
fixed4 nmMain = tex2D(_MainBump, IN.uv_MainTex);
fixed4 nmDetail = tex2D(_DetailBump, IN.uv2_DetailTex);
fixed3 normal = UnpackNormal((nmMain + nmDetail) * 0.5);
col.rgb = lerp(col.rgb, col.rgb * detail.rgb, detail.a * _Strength);
col *= IN.color;
o.Albedo = col.rgb;
o.Normal = normal;
o.Specular = _Specular.a;
o.Gloss = _Shininess;
o.Alpha = col.a;
o.Alpha *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (o.Alpha - 0.001);
#endif
}
half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
{
half shininess = s.Gloss * 250.0 + 4.0;
#ifndef USING_DIRECTIONAL_LIGHT
lightDir = normalize(lightDir);
#endif
// Phong shading model
half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, s.Normal)));
// Blinn-Phong shading model
//half reflectiveFactor = max(0.0, dot(s.Normal, normalize(lightDir + viewDir)));
half diffuseFactor = max(0.0, dot(s.Normal, lightDir));
half specularFactor = pow(reflectiveFactor, shininess) * s.Specular;
half4 c;
c.rgb = (s.Albedo * diffuseFactor + _Specular.rgb * specularFactor) * _LightColor0.rgb;
c.rgb *= atten;
c.a = s.Alpha;
return c;
}
ENDCG
}
Fallback "UI/Lit/Transparent"
}