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Main/Assets/GameAssets/RawResources/shader/Ares/Gonbest/Experiment/EyeLens.shader
2025-01-25 04:38:09 +08:00

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Shader "Gonbest/Experiment/EyeLens"
{
Properties
{
_Color ("Main Color", Color) = (1, 1, 1, 1)
_ColorMultiplier("Color Multipler",Range(0,5)) = 1
_EnvCube ("EnvCube", 2D) = "white" {}
_Glossiness("Smoothness",Range(0,1)) = 0.2 //光滑度
_Gray("Gray",Range(0,1)) = 0
_ShadowPower("ShadowPower",Range(0,10)) = 1
}
CGINCLUDE
#include "../Include/Base/CommonCG.cginc"
#include "../Include/Base/MathCG.cginc"
#include "../Include/Shadow/ShadowCG.cginc"
#include "../Include/Utility/FogUtilsCG.cginc"
#include "../Include/Utility/WidgetUtilsCG.cginc"
#include "../Include/Indirect/Lightmap&SHLightCG.cginc"
#include "../Include/Specular/GGXCG.cginc"
#include "../Include/Base/FresnelCG.cginc"
#include "../Include/Base/EnergyCG.cginc"
uniform float _Gray;
uniform float4 _Color;
uniform float _ColorMultiplier;
uniform sampler2D _EnvCube;
uniform float _Glossiness ;
uniform float _ShadowPower;
struct v2f_mksky
{
float4 pos : POSITION;
float4 wpos : TEXCOORD0;
float3 wnormal : TEXCOORD1;
float2 uv :TEXCOORD2;
};
v2f_mksky vert_mksky (appdata_full v)
{
v2f_mksky o = (v2f_mksky)0;
o.uv = v.texcoord.xy;
o.wnormal = UnityObjectToWorldNormal(v.normal);
o.wpos = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex );
return o;
}
float4 frag_mksky(v2f_mksky i) : COLOR
{
float3 V = GBNormalizeSafe(_WorldSpaceCameraPos.xyz - i.wpos.xyz);
float3 N = GBNormalizeSafe(i.wnormal);;
float3 R = reflect( -V, N );
float3 L = GBNormalizeSafe(_WorldSpaceLightPos0.xyz);
float3 H = GBNormalizeSafe(L+V);
float3 lightColor = _LightColor0.rgb;
//反射的cube
float f = FresnelLerpFast(0, 1 , 1 - dot(N,V));
float4 cloudColor = tex2D(_EnvCube,i.uv) * _ColorMultiplier *_Color;
float lum = GBLuminance(cloudColor);
cloudColor = lerp(cloudColor,lum,_Gray);
float3 spec = GGXTerm(dot(N,H),1-_Glossiness)* lightColor;
float3 finalColor = spec + cloudColor ;
finalColor =pow(finalColor,_ShadowPower);
float a = lerp(0.1,_Color.a,lum);
return fixed4(finalColor,a);
}
ENDCG
SubShader
{
Pass
{
Tags { "LightMode" = "ForwardBase" }
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha,Zero OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_mksky
#pragma fragment frag_mksky
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
}