562 lines
30 KiB
Plaintext
562 lines
30 KiB
Plaintext
|
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||
|
|
|
||
|
|
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
|
||
|
|
|
||
|
|
// Shader created with Shader Forge v1.30
|
||
|
|
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
|
||
|
|
// Note: Manually altering this data may prevent you from opening it in Shader Forge
|
||
|
|
/*SF_DATA;ver:1.30;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:3,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:True,enco:False,rmgx:True,rpth:1,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:2865,x:32719,y:32712,varname:node_2865,prsc:2|diff-6343-OUT,diffpow-4756-OUT,spec-358-OUT,gloss-1813-OUT,normal-5964-RGB,difocc-4859-OUT;n:type:ShaderForge.SFN_Multiply,id:6343,x:32114,y:32712,varname:node_6343,prsc:2|A-7736-RGB,B-6665-RGB;n:type:ShaderForge.SFN_Color,id:6665,x:31921,y:32805,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5019608,c2:0.5019608,c3:0.5019608,c4:1;n:type:ShaderForge.SFN_Tex2d,id:7736,x:31921,y:32620,ptovrint:True,ptlb:Base Color,ptin:_MainTex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:5964,x:32407,y:32978,ptovrint:True,ptlb:Normal Map,ptin:_BumpMap,varname:_BumpMap,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Slider,id:358,x:32240,y:33188,ptovrint:False,ptlb:Metallic,ptin:_Metallic,varname:node_358,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Slider,id:1813,x:32250,y:32882,ptovrint:False,ptlb:Gloss,ptin:_Gloss,varname:_Metallic_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Multiply,id:4756,x:32556,y:33219,varname:node_4756,prsc:2|A-358-OUT,B-9970-R;n:type:ShaderForge.SFN_Tex2d,id:9970,x:32397,y:33287,ptovrint:False,ptlb:Metalic Map,ptin:_MetalicMap,varname:node_9970,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:9270,x:31829,y:33026,ptovrint:False,ptlb:Ambient Occlusion,ptin:_AmbientOcclusion,varname:node_9270,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Slider,id:1570,x:31735,y:33249,ptovrint:False,ptlb:AO Power,ptin:_AOPower,varname:node_1570,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Multiply,id:4859,x:32067,y:33069,varname:node_4859,prsc:2|A-9270-R,B-1570-OUT,C-9270-B,D-9270-G;proporder:6665-7736-5964-358-9970-1813-9270-1570;pass:END;sub:END;*/
|
||
|
|
|
||
|
|
Shader "PolyPixel/Two_Sided_PBR" {
|
||
|
|
Properties {
|
||
|
|
_Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1)
|
||
|
|
_MainTex ("Base Color", 2D) = "white" {}
|
||
|
|
_BumpMap ("Normal Map", 2D) = "bump" {}
|
||
|
|
_Metallic ("Metallic", Range(0, 1)) = 0
|
||
|
|
_MetalicMap ("Metalic Map", 2D) = "white" {}
|
||
|
|
_Gloss ("Gloss", Range(0, 1)) = 0
|
||
|
|
_AmbientOcclusion ("Ambient Occlusion", 2D) = "white" {}
|
||
|
|
_AOPower ("AO Power", Range(0, 1)) = 0
|
||
|
|
}
|
||
|
|
SubShader {
|
||
|
|
Tags {
|
||
|
|
"RenderType"="Opaque"
|
||
|
|
}
|
||
|
|
Pass {
|
||
|
|
Name "DEFERRED"
|
||
|
|
Tags {
|
||
|
|
"LightMode"="Deferred"
|
||
|
|
}
|
||
|
|
Cull Off
|
||
|
|
|
||
|
|
|
||
|
|
CGPROGRAM
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
#define UNITY_PASS_DEFERRED
|
||
|
|
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
|
||
|
|
#define _GLOSSYENV 1
|
||
|
|
#include "UnityCG.cginc"
|
||
|
|
#include "Lighting.cginc"
|
||
|
|
#include "UnityPBSLighting.cginc"
|
||
|
|
#include "UnityStandardBRDF.cginc"
|
||
|
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||
|
|
#pragma multi_compile_shadowcaster
|
||
|
|
#pragma multi_compile ___ UNITY_HDR_ON
|
||
|
|
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
|
||
|
|
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
||
|
|
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
|
||
|
|
#pragma multi_compile_fog
|
||
|
|
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
|
||
|
|
#pragma target 3.0
|
||
|
|
uniform float4 _Color;
|
||
|
|
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
|
||
|
|
uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
|
||
|
|
uniform float _Metallic;
|
||
|
|
uniform float _Gloss;
|
||
|
|
uniform sampler2D _MetalicMap; uniform float4 _MetalicMap_ST;
|
||
|
|
uniform sampler2D _AmbientOcclusion; uniform float4 _AmbientOcclusion_ST;
|
||
|
|
uniform float _AOPower;
|
||
|
|
struct VertexInput {
|
||
|
|
float4 vertex : POSITION;
|
||
|
|
float3 normal : NORMAL;
|
||
|
|
float4 tangent : TANGENT;
|
||
|
|
float2 texcoord0 : TEXCOORD0;
|
||
|
|
float2 texcoord1 : TEXCOORD1;
|
||
|
|
float2 texcoord2 : TEXCOORD2;
|
||
|
|
};
|
||
|
|
struct VertexOutput {
|
||
|
|
float4 pos : SV_POSITION;
|
||
|
|
float2 uv0 : TEXCOORD0;
|
||
|
|
float2 uv1 : TEXCOORD1;
|
||
|
|
float2 uv2 : TEXCOORD2;
|
||
|
|
float4 posWorld : TEXCOORD3;
|
||
|
|
float3 normalDir : TEXCOORD4;
|
||
|
|
float3 tangentDir : TEXCOORD5;
|
||
|
|
float3 bitangentDir : TEXCOORD6;
|
||
|
|
#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
|
||
|
|
float4 ambientOrLightmapUV : TEXCOORD7;
|
||
|
|
#endif
|
||
|
|
};
|
||
|
|
VertexOutput vert (VertexInput v) {
|
||
|
|
VertexOutput o = (VertexOutput)0;
|
||
|
|
o.uv0 = v.texcoord0;
|
||
|
|
o.uv1 = v.texcoord1;
|
||
|
|
o.uv2 = v.texcoord2;
|
||
|
|
#ifdef LIGHTMAP_ON
|
||
|
|
o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
||
|
|
o.ambientOrLightmapUV.zw = 0;
|
||
|
|
#elif UNITY_SHOULD_SAMPLE_SH
|
||
|
|
#endif
|
||
|
|
#ifdef DYNAMICLIGHTMAP_ON
|
||
|
|
o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
||
|
|
#endif
|
||
|
|
o.normalDir = UnityObjectToWorldNormal(v.normal);
|
||
|
|
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
|
||
|
|
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
|
||
|
|
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||
|
|
o.pos = UnityObjectToClipPos(v.vertex );
|
||
|
|
return o;
|
||
|
|
}
|
||
|
|
void frag(
|
||
|
|
VertexOutput i,
|
||
|
|
out half4 outDiffuse : SV_Target0,
|
||
|
|
out half4 outSpecSmoothness : SV_Target1,
|
||
|
|
out half4 outNormal : SV_Target2,
|
||
|
|
out half4 outEmission : SV_Target3,
|
||
|
|
float facing : VFACE )
|
||
|
|
{
|
||
|
|
float isFrontFace = ( facing >= 0 ? 1 : 0 );
|
||
|
|
float faceSign = ( facing >= 0 ? 1 : -1 );
|
||
|
|
i.normalDir = normalize(i.normalDir);
|
||
|
|
i.normalDir *= faceSign;
|
||
|
|
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
|
||
|
|
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
||
|
|
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
|
||
|
|
float3 normalLocal = _BumpMap_var.rgb;
|
||
|
|
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
|
||
|
|
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
|
||
|
|
////// Lighting:
|
||
|
|
float Pi = 3.141592654;
|
||
|
|
float InvPi = 0.31830988618;
|
||
|
|
///////// Gloss:
|
||
|
|
float gloss = _Gloss;
|
||
|
|
/////// GI Data:
|
||
|
|
UnityLight light; // Dummy light
|
||
|
|
light.color = 0;
|
||
|
|
light.dir = half3(0,1,0);
|
||
|
|
light.ndotl = max(0,dot(normalDirection,light.dir));
|
||
|
|
UnityGIInput d;
|
||
|
|
d.light = light;
|
||
|
|
d.worldPos = i.posWorld.xyz;
|
||
|
|
d.worldViewDir = viewDirection;
|
||
|
|
d.atten = 1;
|
||
|
|
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
|
||
|
|
d.ambient = 0;
|
||
|
|
d.lightmapUV = i.ambientOrLightmapUV;
|
||
|
|
#else
|
||
|
|
d.ambient = i.ambientOrLightmapUV;
|
||
|
|
#endif
|
||
|
|
d.boxMax[0] = unity_SpecCube0_BoxMax;
|
||
|
|
d.boxMin[0] = unity_SpecCube0_BoxMin;
|
||
|
|
d.probePosition[0] = unity_SpecCube0_ProbePosition;
|
||
|
|
d.probeHDR[0] = unity_SpecCube0_HDR;
|
||
|
|
d.boxMax[1] = unity_SpecCube1_BoxMax;
|
||
|
|
d.boxMin[1] = unity_SpecCube1_BoxMin;
|
||
|
|
d.probePosition[1] = unity_SpecCube1_ProbePosition;
|
||
|
|
d.probeHDR[1] = unity_SpecCube1_HDR;
|
||
|
|
Unity_GlossyEnvironmentData ugls_en_data;
|
||
|
|
ugls_en_data.roughness = 1.0 - gloss;
|
||
|
|
ugls_en_data.reflUVW = viewReflectDirection;
|
||
|
|
UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
|
||
|
|
////// Specular:
|
||
|
|
float3 specularColor = _Metallic;
|
||
|
|
float specularMonochrome;
|
||
|
|
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
|
||
|
|
float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
|
||
|
|
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
|
||
|
|
specularMonochrome = 1.0-specularMonochrome;
|
||
|
|
float NdotV = max(0.0,dot( normalDirection, viewDirection ));
|
||
|
|
half grazingTerm = saturate( gloss + specularMonochrome );
|
||
|
|
float3 indirectSpecular = (gi.indirect.specular);
|
||
|
|
indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
|
||
|
|
/////// Diffuse:
|
||
|
|
float3 indirectDiffuse = float3(0,0,0);
|
||
|
|
indirectDiffuse += gi.indirect.diffuse;
|
||
|
|
float4 _AmbientOcclusion_var = tex2D(_AmbientOcclusion,TRANSFORM_TEX(i.uv0, _AmbientOcclusion));
|
||
|
|
indirectDiffuse *= (_AmbientOcclusion_var.r*_AOPower*_AmbientOcclusion_var.b*_AmbientOcclusion_var.g); // Diffuse AO
|
||
|
|
/// Final Color:
|
||
|
|
outDiffuse = half4( diffuseColor, (_AmbientOcclusion_var.r*_AOPower*_AmbientOcclusion_var.b*_AmbientOcclusion_var.g) );
|
||
|
|
outSpecSmoothness = half4( specularColor, gloss );
|
||
|
|
outNormal = half4( normalDirection * 0.5 + 0.5, 1 );
|
||
|
|
outEmission = half4(0,0,0,1);
|
||
|
|
outEmission.rgb += indirectSpecular * 1;
|
||
|
|
outEmission.rgb += indirectDiffuse * diffuseColor;
|
||
|
|
#ifndef UNITY_HDR_ON
|
||
|
|
outEmission.rgb = exp2(-outEmission.rgb);
|
||
|
|
#endif
|
||
|
|
}
|
||
|
|
ENDCG
|
||
|
|
}
|
||
|
|
Pass {
|
||
|
|
Name "FORWARD"
|
||
|
|
Tags {
|
||
|
|
"LightMode"="ForwardBase"
|
||
|
|
}
|
||
|
|
Cull Off
|
||
|
|
|
||
|
|
|
||
|
|
CGPROGRAM
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
#define UNITY_PASS_FORWARDBASE
|
||
|
|
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
|
||
|
|
#define _GLOSSYENV 1
|
||
|
|
#include "UnityCG.cginc"
|
||
|
|
#include "AutoLight.cginc"
|
||
|
|
#include "Lighting.cginc"
|
||
|
|
#include "UnityPBSLighting.cginc"
|
||
|
|
#include "UnityStandardBRDF.cginc"
|
||
|
|
#pragma multi_compile_fwdbase_fullshadows
|
||
|
|
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
|
||
|
|
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
||
|
|
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
|
||
|
|
#pragma multi_compile_fog
|
||
|
|
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
|
||
|
|
#pragma target 3.0
|
||
|
|
uniform float4 _Color;
|
||
|
|
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
|
||
|
|
uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
|
||
|
|
uniform float _Metallic;
|
||
|
|
uniform float _Gloss;
|
||
|
|
uniform sampler2D _MetalicMap; uniform float4 _MetalicMap_ST;
|
||
|
|
uniform sampler2D _AmbientOcclusion; uniform float4 _AmbientOcclusion_ST;
|
||
|
|
uniform float _AOPower;
|
||
|
|
struct VertexInput {
|
||
|
|
float4 vertex : POSITION;
|
||
|
|
float3 normal : NORMAL;
|
||
|
|
float4 tangent : TANGENT;
|
||
|
|
float2 texcoord0 : TEXCOORD0;
|
||
|
|
float2 texcoord1 : TEXCOORD1;
|
||
|
|
float2 texcoord2 : TEXCOORD2;
|
||
|
|
};
|
||
|
|
struct VertexOutput {
|
||
|
|
float4 pos : SV_POSITION;
|
||
|
|
float2 uv0 : TEXCOORD0;
|
||
|
|
float2 uv1 : TEXCOORD1;
|
||
|
|
float2 uv2 : TEXCOORD2;
|
||
|
|
float4 posWorld : TEXCOORD3;
|
||
|
|
float3 normalDir : TEXCOORD4;
|
||
|
|
float3 tangentDir : TEXCOORD5;
|
||
|
|
float3 bitangentDir : TEXCOORD6;
|
||
|
|
LIGHTING_COORDS(7,8)
|
||
|
|
UNITY_FOG_COORDS(9)
|
||
|
|
#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
|
||
|
|
float4 ambientOrLightmapUV : TEXCOORD10;
|
||
|
|
#endif
|
||
|
|
};
|
||
|
|
VertexOutput vert (VertexInput v) {
|
||
|
|
VertexOutput o = (VertexOutput)0;
|
||
|
|
o.uv0 = v.texcoord0;
|
||
|
|
o.uv1 = v.texcoord1;
|
||
|
|
o.uv2 = v.texcoord2;
|
||
|
|
#ifdef LIGHTMAP_ON
|
||
|
|
o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
||
|
|
o.ambientOrLightmapUV.zw = 0;
|
||
|
|
#elif UNITY_SHOULD_SAMPLE_SH
|
||
|
|
#endif
|
||
|
|
#ifdef DYNAMICLIGHTMAP_ON
|
||
|
|
o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
||
|
|
#endif
|
||
|
|
o.normalDir = UnityObjectToWorldNormal(v.normal);
|
||
|
|
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
|
||
|
|
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
|
||
|
|
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||
|
|
float3 lightColor = _LightColor0.rgb;
|
||
|
|
o.pos = UnityObjectToClipPos(v.vertex );
|
||
|
|
UNITY_TRANSFER_FOG(o,o.pos);
|
||
|
|
TRANSFER_VERTEX_TO_FRAGMENT(o)
|
||
|
|
return o;
|
||
|
|
}
|
||
|
|
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
|
||
|
|
float isFrontFace = ( facing >= 0 ? 1 : 0 );
|
||
|
|
float faceSign = ( facing >= 0 ? 1 : -1 );
|
||
|
|
i.normalDir = normalize(i.normalDir);
|
||
|
|
i.normalDir *= faceSign;
|
||
|
|
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
|
||
|
|
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
||
|
|
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
|
||
|
|
float3 normalLocal = _BumpMap_var.rgb;
|
||
|
|
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
|
||
|
|
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
|
||
|
|
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
|
||
|
|
float3 lightColor = _LightColor0.rgb;
|
||
|
|
float3 halfDirection = normalize(viewDirection+lightDirection);
|
||
|
|
////// Lighting:
|
||
|
|
float attenuation = LIGHT_ATTENUATION(i);
|
||
|
|
float3 attenColor = attenuation * _LightColor0.xyz;
|
||
|
|
float Pi = 3.141592654;
|
||
|
|
float InvPi = 0.31830988618;
|
||
|
|
///////// Gloss:
|
||
|
|
float gloss = _Gloss;
|
||
|
|
float specPow = exp2( gloss * 10.0+1.0);
|
||
|
|
/////// GI Data:
|
||
|
|
UnityLight light;
|
||
|
|
#ifdef LIGHTMAP_OFF
|
||
|
|
light.color = lightColor;
|
||
|
|
light.dir = lightDirection;
|
||
|
|
light.ndotl = LambertTerm (normalDirection, light.dir);
|
||
|
|
#else
|
||
|
|
light.color = half3(0.f, 0.f, 0.f);
|
||
|
|
light.ndotl = 0.0f;
|
||
|
|
light.dir = half3(0.f, 0.f, 0.f);
|
||
|
|
#endif
|
||
|
|
UnityGIInput d;
|
||
|
|
d.light = light;
|
||
|
|
d.worldPos = i.posWorld.xyz;
|
||
|
|
d.worldViewDir = viewDirection;
|
||
|
|
d.atten = attenuation;
|
||
|
|
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
|
||
|
|
d.ambient = 0;
|
||
|
|
d.lightmapUV = i.ambientOrLightmapUV;
|
||
|
|
#else
|
||
|
|
d.ambient = i.ambientOrLightmapUV;
|
||
|
|
#endif
|
||
|
|
d.boxMax[0] = unity_SpecCube0_BoxMax;
|
||
|
|
d.boxMin[0] = unity_SpecCube0_BoxMin;
|
||
|
|
d.probePosition[0] = unity_SpecCube0_ProbePosition;
|
||
|
|
d.probeHDR[0] = unity_SpecCube0_HDR;
|
||
|
|
d.boxMax[1] = unity_SpecCube1_BoxMax;
|
||
|
|
d.boxMin[1] = unity_SpecCube1_BoxMin;
|
||
|
|
d.probePosition[1] = unity_SpecCube1_ProbePosition;
|
||
|
|
d.probeHDR[1] = unity_SpecCube1_HDR;
|
||
|
|
Unity_GlossyEnvironmentData ugls_en_data;
|
||
|
|
ugls_en_data.roughness = 1.0 - gloss;
|
||
|
|
ugls_en_data.reflUVW = viewReflectDirection;
|
||
|
|
UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
|
||
|
|
lightDirection = gi.light.dir;
|
||
|
|
lightColor = gi.light.color;
|
||
|
|
////// Specular:
|
||
|
|
float NdotL = max(0, dot( normalDirection, lightDirection ));
|
||
|
|
float LdotH = max(0.0,dot(lightDirection, halfDirection));
|
||
|
|
float3 specularColor = _Metallic;
|
||
|
|
float specularMonochrome;
|
||
|
|
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
|
||
|
|
float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
|
||
|
|
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
|
||
|
|
specularMonochrome = 1.0-specularMonochrome;
|
||
|
|
float NdotV = max(0.0,dot( normalDirection, viewDirection ));
|
||
|
|
float NdotH = max(0.0,dot( normalDirection, halfDirection ));
|
||
|
|
float VdotH = max(0.0,dot( viewDirection, halfDirection ));
|
||
|
|
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss );
|
||
|
|
float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss));
|
||
|
|
float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4);
|
||
|
|
if (IsGammaSpace())
|
||
|
|
specularPBL = sqrt(max(1e-4h, specularPBL));
|
||
|
|
specularPBL = max(0, specularPBL * NdotL);
|
||
|
|
float3 directSpecular = (floor(attenuation) * _LightColor0.xyz)*specularPBL*FresnelTerm(specularColor, LdotH);
|
||
|
|
half grazingTerm = saturate( gloss + specularMonochrome );
|
||
|
|
float3 indirectSpecular = (gi.indirect.specular);
|
||
|
|
indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
|
||
|
|
float3 specular = (directSpecular + indirectSpecular);
|
||
|
|
/////// Diffuse:
|
||
|
|
NdotL = max(0.0,dot( normalDirection, lightDirection ));
|
||
|
|
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
|
||
|
|
float nlPow5 = Pow5(1-NdotL);
|
||
|
|
float nvPow5 = Pow5(1-NdotV);
|
||
|
|
float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
|
||
|
|
float3 indirectDiffuse = float3(0,0,0);
|
||
|
|
indirectDiffuse += gi.indirect.diffuse;
|
||
|
|
float4 _AmbientOcclusion_var = tex2D(_AmbientOcclusion,TRANSFORM_TEX(i.uv0, _AmbientOcclusion));
|
||
|
|
indirectDiffuse *= (_AmbientOcclusion_var.r*_AOPower*_AmbientOcclusion_var.b*_AmbientOcclusion_var.g); // Diffuse AO
|
||
|
|
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
|
||
|
|
/// Final Color:
|
||
|
|
float3 finalColor = diffuse + specular;
|
||
|
|
fixed4 finalRGBA = fixed4(finalColor,1);
|
||
|
|
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
|
||
|
|
return finalRGBA;
|
||
|
|
}
|
||
|
|
ENDCG
|
||
|
|
}
|
||
|
|
Pass {
|
||
|
|
Name "FORWARD_DELTA"
|
||
|
|
Tags {
|
||
|
|
"LightMode"="ForwardAdd"
|
||
|
|
}
|
||
|
|
Blend One One
|
||
|
|
Cull Off
|
||
|
|
|
||
|
|
|
||
|
|
CGPROGRAM
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
#define UNITY_PASS_FORWARDADD
|
||
|
|
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
|
||
|
|
#define _GLOSSYENV 1
|
||
|
|
#include "UnityCG.cginc"
|
||
|
|
#include "AutoLight.cginc"
|
||
|
|
#include "Lighting.cginc"
|
||
|
|
#include "UnityPBSLighting.cginc"
|
||
|
|
#include "UnityStandardBRDF.cginc"
|
||
|
|
#pragma multi_compile_fwdadd_fullshadows
|
||
|
|
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
|
||
|
|
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
||
|
|
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
|
||
|
|
#pragma multi_compile_fog
|
||
|
|
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
|
||
|
|
#pragma target 3.0
|
||
|
|
uniform float4 _Color;
|
||
|
|
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
|
||
|
|
uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
|
||
|
|
uniform float _Metallic;
|
||
|
|
uniform float _Gloss;
|
||
|
|
uniform sampler2D _MetalicMap; uniform float4 _MetalicMap_ST;
|
||
|
|
struct VertexInput {
|
||
|
|
float4 vertex : POSITION;
|
||
|
|
float3 normal : NORMAL;
|
||
|
|
float4 tangent : TANGENT;
|
||
|
|
float2 texcoord0 : TEXCOORD0;
|
||
|
|
float2 texcoord1 : TEXCOORD1;
|
||
|
|
float2 texcoord2 : TEXCOORD2;
|
||
|
|
};
|
||
|
|
struct VertexOutput {
|
||
|
|
float4 pos : SV_POSITION;
|
||
|
|
float2 uv0 : TEXCOORD0;
|
||
|
|
float2 uv1 : TEXCOORD1;
|
||
|
|
float2 uv2 : TEXCOORD2;
|
||
|
|
float4 posWorld : TEXCOORD3;
|
||
|
|
float3 normalDir : TEXCOORD4;
|
||
|
|
float3 tangentDir : TEXCOORD5;
|
||
|
|
float3 bitangentDir : TEXCOORD6;
|
||
|
|
LIGHTING_COORDS(7,8)
|
||
|
|
UNITY_FOG_COORDS(9)
|
||
|
|
};
|
||
|
|
VertexOutput vert (VertexInput v) {
|
||
|
|
VertexOutput o = (VertexOutput)0;
|
||
|
|
o.uv0 = v.texcoord0;
|
||
|
|
o.uv1 = v.texcoord1;
|
||
|
|
o.uv2 = v.texcoord2;
|
||
|
|
o.normalDir = UnityObjectToWorldNormal(v.normal);
|
||
|
|
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
|
||
|
|
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
|
||
|
|
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||
|
|
float3 lightColor = _LightColor0.rgb;
|
||
|
|
o.pos = UnityObjectToClipPos(v.vertex );
|
||
|
|
UNITY_TRANSFER_FOG(o,o.pos);
|
||
|
|
TRANSFER_VERTEX_TO_FRAGMENT(o)
|
||
|
|
return o;
|
||
|
|
}
|
||
|
|
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
|
||
|
|
float isFrontFace = ( facing >= 0 ? 1 : 0 );
|
||
|
|
float faceSign = ( facing >= 0 ? 1 : -1 );
|
||
|
|
i.normalDir = normalize(i.normalDir);
|
||
|
|
i.normalDir *= faceSign;
|
||
|
|
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
|
||
|
|
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
||
|
|
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
|
||
|
|
float3 normalLocal = _BumpMap_var.rgb;
|
||
|
|
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
|
||
|
|
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
|
||
|
|
float3 lightColor = _LightColor0.rgb;
|
||
|
|
float3 halfDirection = normalize(viewDirection+lightDirection);
|
||
|
|
////// Lighting:
|
||
|
|
float attenuation = LIGHT_ATTENUATION(i);
|
||
|
|
float3 attenColor = attenuation * _LightColor0.xyz;
|
||
|
|
float Pi = 3.141592654;
|
||
|
|
float InvPi = 0.31830988618;
|
||
|
|
///////// Gloss:
|
||
|
|
float gloss = _Gloss;
|
||
|
|
float specPow = exp2( gloss * 10.0+1.0);
|
||
|
|
////// Specular:
|
||
|
|
float NdotL = max(0, dot( normalDirection, lightDirection ));
|
||
|
|
float LdotH = max(0.0,dot(lightDirection, halfDirection));
|
||
|
|
float3 specularColor = _Metallic;
|
||
|
|
float specularMonochrome;
|
||
|
|
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
|
||
|
|
float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
|
||
|
|
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
|
||
|
|
specularMonochrome = 1.0-specularMonochrome;
|
||
|
|
float NdotV = max(0.0,dot( normalDirection, viewDirection ));
|
||
|
|
float NdotH = max(0.0,dot( normalDirection, halfDirection ));
|
||
|
|
float VdotH = max(0.0,dot( viewDirection, halfDirection ));
|
||
|
|
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss );
|
||
|
|
float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss));
|
||
|
|
float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4);
|
||
|
|
if (IsGammaSpace())
|
||
|
|
specularPBL = sqrt(max(1e-4h, specularPBL));
|
||
|
|
specularPBL = max(0, specularPBL * NdotL);
|
||
|
|
float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
|
||
|
|
float3 specular = directSpecular;
|
||
|
|
/////// Diffuse:
|
||
|
|
NdotL = max(0.0,dot( normalDirection, lightDirection ));
|
||
|
|
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
|
||
|
|
float nlPow5 = Pow5(1-NdotL);
|
||
|
|
float nvPow5 = Pow5(1-NdotV);
|
||
|
|
float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
|
||
|
|
float3 diffuse = directDiffuse * diffuseColor;
|
||
|
|
/// Final Color:
|
||
|
|
float3 finalColor = diffuse + specular;
|
||
|
|
fixed4 finalRGBA = fixed4(finalColor * 1,0);
|
||
|
|
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
|
||
|
|
return finalRGBA;
|
||
|
|
}
|
||
|
|
ENDCG
|
||
|
|
}
|
||
|
|
Pass {
|
||
|
|
Name "Meta"
|
||
|
|
Tags {
|
||
|
|
"LightMode"="Meta"
|
||
|
|
}
|
||
|
|
Cull Off
|
||
|
|
|
||
|
|
CGPROGRAM
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
#define UNITY_PASS_META 1
|
||
|
|
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
|
||
|
|
#define _GLOSSYENV 1
|
||
|
|
#include "UnityCG.cginc"
|
||
|
|
#include "Lighting.cginc"
|
||
|
|
#include "UnityPBSLighting.cginc"
|
||
|
|
#include "UnityStandardBRDF.cginc"
|
||
|
|
#include "UnityMetaPass.cginc"
|
||
|
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||
|
|
#pragma multi_compile_shadowcaster
|
||
|
|
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
|
||
|
|
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
||
|
|
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
|
||
|
|
#pragma multi_compile_fog
|
||
|
|
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
|
||
|
|
#pragma target 3.0
|
||
|
|
uniform float4 _Color;
|
||
|
|
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
|
||
|
|
uniform float _Metallic;
|
||
|
|
uniform float _Gloss;
|
||
|
|
struct VertexInput {
|
||
|
|
float4 vertex : POSITION;
|
||
|
|
float2 texcoord0 : TEXCOORD0;
|
||
|
|
float2 texcoord1 : TEXCOORD1;
|
||
|
|
float2 texcoord2 : TEXCOORD2;
|
||
|
|
};
|
||
|
|
struct VertexOutput {
|
||
|
|
float4 pos : SV_POSITION;
|
||
|
|
float2 uv0 : TEXCOORD0;
|
||
|
|
float2 uv1 : TEXCOORD1;
|
||
|
|
float2 uv2 : TEXCOORD2;
|
||
|
|
float4 posWorld : TEXCOORD3;
|
||
|
|
};
|
||
|
|
VertexOutput vert (VertexInput v) {
|
||
|
|
VertexOutput o = (VertexOutput)0;
|
||
|
|
o.uv0 = v.texcoord0;
|
||
|
|
o.uv1 = v.texcoord1;
|
||
|
|
o.uv2 = v.texcoord2;
|
||
|
|
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||
|
|
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
|
||
|
|
return o;
|
||
|
|
}
|
||
|
|
float4 frag(VertexOutput i, float facing : VFACE) : SV_Target {
|
||
|
|
float isFrontFace = ( facing >= 0 ? 1 : 0 );
|
||
|
|
float faceSign = ( facing >= 0 ? 1 : -1 );
|
||
|
|
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
||
|
|
UnityMetaInput o;
|
||
|
|
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
|
||
|
|
|
||
|
|
o.Emission = 0;
|
||
|
|
|
||
|
|
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
|
||
|
|
float3 diffColor = (_MainTex_var.rgb*_Color.rgb);
|
||
|
|
float specularMonochrome;
|
||
|
|
float3 specColor;
|
||
|
|
diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
|
||
|
|
float roughness = 1.0 - _Gloss;
|
||
|
|
o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
|
||
|
|
|
||
|
|
return UnityMetaFragment( o );
|
||
|
|
}
|
||
|
|
ENDCG
|
||
|
|
}
|
||
|
|
}
|
||
|
|
FallBack "Diffuse"
|
||
|
|
//CustomEditor "ShaderForgeMaterialInspector"
|
||
|
|
}
|