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