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KopMap/Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DiffuseAndSpecularFromMetallic.shader
2025-04-03 02:30:16 +08:00

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Shader "Hidden/DiffuseAndSpecularFromMetallicNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#include "UnityStandardUtils.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
float3 ComputeDiffuseAndFresnel0( float3 baseColor, float metallic, out float3 specularColor, out float oneMinusReflectivity )
{
#if defined( UNITY_COLORSPACE_GAMMA )
const float dielectricF0 = 0.220916301;
#else
const float dielectricF0 = 0.04;
#endif
specularColor = lerp( dielectricF0.xxx, baseColor, metallic );
oneMinusReflectivity = 1.0 - metallic;
return baseColor * oneMinusReflectivity;
}
float4 frag( v2f_img i ) : SV_Target
{
float4 baseColor = tex2D( _A, i.uv );
float metallic = tex2D( _B, i.uv ).r;
float3 specularColor = 0;
float oneMinusReflectivity = 0;
float3 diffuseColor = ComputeDiffuseAndFresnel0( baseColor, metallic, specularColor, oneMinusReflectivity );
return float4( diffuseColor, 1 );
}
ENDCG
}
}
}