前言
Unity中对于头发的处理一直是个让人很头疼的问题,无意思中发现了一个Shader:Legacy Shaders/Transparent/Cutout/Soft Edge Unlit.很神奇的解决了头发透明叠加的问题,而且毛发的边还是透明效果的.
解决思路
在一个shader中我们进行至少两次渲染.
1. 一次用AlphaClip,解决头发叠加穿透问题。
2. 一次用Transparent,解决头发硬边问题。
效果图
Shader代码
“`
//头发PBR
//by taecg 2016年11月17日
Shader “Taecg/Hair/HairPBR” {
Properties {
_Color (“Color”, Color) = (0.5019608,0.5019608,0.5019608,1)
_MainTex (“Base Color”, 2D) = “white” {}
_BumpMap (“Normal Map”, 2D) = “bump” {}
_SpecularTex (“Specular Tex”, 2D) = “white” {}
_Gloss (“Gloss”, Range(0, 1)) = 0.8
_Cutoff (“Cutoff”, Range(0, 1)) = 0
[HideInInspector]_Cutoff (“Alpha cutoff”, Range(0,1)) = 0.5
}
SubShader {
Tags {
“Queue”=”Transparent”
“RenderType”=”TransparentCutout”
}
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 _Gloss;
uniform sampler2D _SpecularTex; uniform float4 _SpecularTex_ST;
uniform float _Cutoff;
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 = mul(UNITY_MATRIX_MVP, 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 );
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float node_8806_if_leA = step(_MainTex_var.a,_Cutoff);
float node_8806_if_leB = step(_Cutoff,_MainTex_var.a);
float node_4987 = 1.0;
clip(lerp((node_8806_if_leA*0.0)+(node_8806_if_leB*node_4987),node_4987,node_8806_if_leA*node_8806_if_leB) - 0.5);
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));
float4 _SpecularTex_var = tex2D(_SpecularTex,TRANSFORM_TEX(i.uv0, _SpecularTex));
float3 specularColor = _SpecularTex_var.rgb;
float specularMonochrome;
float3 node_6343 = (_MainTex_var.rgb*_Color.rgb);
float3 diffuseColor = node_6343; // Need this for specular when using metallic
diffuseColor = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, 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;
diffuseColor *= 1-specularMonochrome;
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
////// Emissive:
float3 emissive = node_6343;
/// Final Color:
float3 finalColor = diffuse + specular + emissive;
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 _Gloss;
uniform sampler2D _SpecularTex; uniform float4 _SpecularTex_ST;
uniform float _Cutoff;
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 = mul(UNITY_MATRIX_MVP, 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
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float node_8806_if_leA = step(_MainTex_var.a,_Cutoff);
float node_8806_if_leB = step(_Cutoff,_MainTex_var.a);
float node_4987 = 1.0;
clip(lerp((node_8806_if_leA*0.0)+(node_8806_if_leB*node_4987),node_4987,node_8806_if_leA*node_8806_if_leB) - 0.5);
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));
float4 _SpecularTex_var = tex2D(_SpecularTex,TRANSFORM_TEX(i.uv0, _SpecularTex));
float3 specularColor = _SpecularTex_var.rgb;
float specularMonochrome;
float3 node_6343 = (_MainTex_var.rgb*_Color.rgb);
float3 diffuseColor = node_6343; // Need this for specular when using metallic
diffuseColor = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, 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;
diffuseColor *= 1-specularMonochrome;
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 “ShadowCaster”
Tags {
“LightMode”=”ShadowCaster”
}
Offset 1, 1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_SHADOWCASTER
#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 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 sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float _Cutoff;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
V2F_SHADOW_CASTER;
float2 uv0 : TEXCOORD1;
float2 uv1 : TEXCOORD2;
float2 uv2 : TEXCOORD3;
float4 posWorld : TEXCOORD4;
};
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 = mul(UNITY_MATRIX_MVP, v.vertex );
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float node_8806_if_leA = step(_MainTex_var.a,_Cutoff);
float node_8806_if_leB = step(_Cutoff,_MainTex_var.a);
float node_4987 = 1.0;
clip(lerp((node_8806_if_leA*0.0)+(node_8806_if_leB*node_4987),node_4987,node_8806_if_leA*node_8806_if_leB) - 0.5);
SHADOW_CASTER_FRAGMENT(i)
}
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 _Gloss;
uniform sampler2D _SpecularTex; uniform float4 _SpecularTex_ST;
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 );
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 node_6343 = (_MainTex_var.rgb*_Color.rgb);
o.Emission = node_6343;
float3 diffColor = node_6343;
float4 _SpecularTex_var = tex2D(_SpecularTex,TRANSFORM_TEX(i.uv0, _SpecularTex));
float3 specColor = _SpecularTex_var.rgb;
float specularMonochrome = max(max(specColor.r, specColor.g),specColor.b);
diffColor *= (1.0-specularMonochrome);
float roughness = 1.0 - _Gloss;
o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
return UnityMetaFragment( o );
}
ENDCG
}
//透明处理
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite 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 "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdbase
#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 _Gloss;
uniform sampler2D _SpecularTex; uniform float4 _SpecularTex_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;
UNITY_FOG_COORDS(7)
#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
float4 ambientOrLightmapUV : TEXCOORD8;
#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 = mul(UNITY_MATRIX_MVP, v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
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 = 1;
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));
float4 _SpecularTex_var = tex2D(_SpecularTex,TRANSFORM_TEX(i.uv0, _SpecularTex));
float3 specularColor = _SpecularTex_var.rgb;
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 = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, 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;
diffuseColor *= 1-specularMonochrome;
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
/// Final Color:
float3 finalColor = diffuse + specular;
fixed4 finalRGBA = fixed4(finalColor,_MainTex_var.a);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name “FORWARD_DELTA”
Tags {
“LightMode”=”ForwardAdd”
}
Blend One One
ZWrite 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
#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 _Gloss;
uniform sampler2D _SpecularTex; uniform float4 _SpecularTex_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 = mul(UNITY_MATRIX_MVP, 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));
float4 _SpecularTex_var = tex2D(_SpecularTex,TRANSFORM_TEX(i.uv0, _SpecularTex));
float3 specularColor = _SpecularTex_var.rgb;
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 = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, 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;
diffuseColor *= 1-specularMonochrome;
float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
float3 finalColor = diffuse + specular;
fixed4 finalRGBA = fixed4(finalColor * _MainTex_var.a,0);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name “Meta”
Tags {
“LightMode”=”Meta”
}
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 _Gloss;
uniform sampler2D _SpecularTex; uniform float4 _SpecularTex_ST;
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);
float4 _SpecularTex_var = tex2D(_SpecularTex,TRANSFORM_TEX(i.uv0, _SpecularTex));
float3 specColor = _SpecularTex_var.rgb;
float specularMonochrome = max(max(specColor.r, specColor.g),specColor.b);
diffColor *= (1.0-specularMonochrome);
float roughness = 1.0 - _Gloss;
o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
return UnityMetaFragment( o );
}
ENDCG
}
}
FallBack "Legacy Shaders/Transparent/Cutout/Soft Edge Unlit"
}