风雷之渊材质替换
This commit is contained in:
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||||
- _RimMultiSelfColor: 0
|
||||
- _RimRange: 6.46
|
||||
- _RotateAngleX: 156
|
||||
- _RotateAngleY: 180
|
||||
- _RotateSpeedX: 0
|
||||
- _RotateSpeedY: 0
|
||||
- _Rotation: 4.9
|
||||
- _Roughness: 0
|
||||
- _RoughnessAdd: 0.02
|
||||
- _RoughnessRemapMax: 1
|
||||
- _RoughnessRemapMin: 0.12387428
|
||||
- _RoughnessScale: 1
|
||||
- _SSSEnable: 0
|
||||
- _SSSStrength: 1
|
||||
- _Saturation1: 1.48
|
||||
- _SecondLobeWeight: 0.5
|
||||
- _SelfShadowSwitch: 0
|
||||
- _SparkDensity: 20
|
||||
- _SparkIntensity: 1
|
||||
- _SparkRange: 0.5
|
||||
- _SpecularIntensity: 0.2
|
||||
- _Spread: 0
|
||||
- _SrcBlend: 1
|
||||
- _ThicknessMax: 1
|
||||
- _ThicknessMin: 0
|
||||
- _TimeSpeed: 0
|
||||
- _UporDrow: 1
|
||||
- _UseCompAO: 0
|
||||
- _UseIndirSpecular: 1
|
||||
- _UseLocalPosDissolve: 0
|
||||
- _VertexFragNormalSwitch: 0
|
||||
- _WorldNormal: 0
|
||||
- _ZWrite: 1
|
||||
m_Colors:
|
||||
_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
_CustomAddLightColor: {r: 1, g: 1, b: 1, a: 0}
|
||||
_CustomAddLightDir: {r: 0.58, g: 1.3, b: -1, a: 0}
|
||||
_CustomMainLightColor: {r: 1, g: 1, b: 1, a: 0}
|
||||
_CustomMainLightDir: {r: -8.9, g: 63.3, b: -37.4, a: 1}
|
||||
_DarkColor: {r: 0.8679245, g: 0.7393486, b: 0.5049246, a: 1}
|
||||
_EdgeColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
_EmissionCol: {r: 0.93207544, g: 0.84035987, b: 0.5328657, a: 0}
|
||||
_EmissionColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
_EmissionColor1: {r: 1, g: 1, b: 1, a: 0}
|
||||
_FalloffColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
_FrozenColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
_FrozenCubeColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
_FrozenDiffuseDownColor: {r: 0.24999997, g: 0.24999997, b: 0.24999997, a: 1}
|
||||
_FrozenDiffuseSideColor: {r: 0, g: 0.27999997, b: 0.45999992, a: 1}
|
||||
_FrozenDiffuseUpColor: {r: 0.72, g: 0.9, b: 1, a: 1}
|
||||
_FrozenLight: {r: 1, g: 1, b: 1, a: 1}
|
||||
_HitColor: {r: 0.9803922, g: 0.25490198, b: 0.25490198, a: 1}
|
||||
_HitRimDirection: {r: 0, g: 0, b: 0, a: 0}
|
||||
_IndirColor: {r: 0.91823894, g: 0.8282228, b: 0.57462114, a: 1}
|
||||
_LocalPosDir: {r: 0, g: 1, b: 0, a: 0}
|
||||
_MatcapColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
_MedColor: {r: 0.9098039, g: 0.89152724, b: 0.8, a: 1}
|
||||
_NoiseSpeed: {r: 0, g: 0, b: 0, a: 0}
|
||||
_OverlayColor: {r: 1, g: 0, b: 0, a: 0}
|
||||
_ReflectColor: {r: 0.7610062, g: 0.6675585, b: 0.3517858, a: 0}
|
||||
_RimColor: {r: 1, g: 0.3833518, b: 0.12641507, a: 0}
|
||||
_RimViewDirOffsetXYZ: {r: 4.78, g: 4.24, b: 4.75, a: 5}
|
||||
_SSSColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
_ShadowColor: {r: 0.5943396, g: 0.45696867, b: 0.45696867, a: 1}
|
||||
_SpecularColor: {r: 1, g: 1, b: 1, a: 0}
|
||||
_TintColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
_pianyiliang: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _CustomAddLightColor: {r: 1, g: 1, b: 1, a: 0}
|
||||
- _CustomAddLightDir: {r: 0.58, g: 1.3, b: -1, a: 0}
|
||||
- _CustomMainLightColor: {r: 1, g: 1, b: 1, a: 0}
|
||||
- _CustomMainLightDir: {r: -8.9, g: 63.3, b: -37.4, a: 1}
|
||||
- _DarkColor: {r: 0.8679245, g: 0.7393486, b: 0.5049246, a: 1}
|
||||
- _EdgeColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _EmissionCol: {r: 0.93207544, g: 0.84035987, b: 0.5328657, a: 0}
|
||||
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _EmissionColor1: {r: 1, g: 1, b: 1, a: 0}
|
||||
- _FalloffColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _FrozenColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _FrozenCubeColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _FrozenDiffuseDownColor: {r: 0.24999997, g: 0.24999997, b: 0.24999997, a: 1}
|
||||
- _FrozenDiffuseSideColor: {r: 0, g: 0.27999997, b: 0.45999992, a: 1}
|
||||
- _FrozenDiffuseUpColor: {r: 0.72, g: 0.9, b: 1, a: 1}
|
||||
- _FrozenLight: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _HitColor: {r: 0.9803922, g: 0.25490198, b: 0.25490198, a: 1}
|
||||
- _HitRimDirection: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _IndirColor: {r: 0.91823894, g: 0.8282228, b: 0.57462114, a: 1}
|
||||
- _LocalPosDir: {r: 0, g: 1, b: 0, a: 0}
|
||||
- _MatcapColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _MedColor: {r: 0.9098039, g: 0.89152724, b: 0.8, a: 1}
|
||||
- _NoiseSpeed: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _OverlayColor: {r: 1, g: 0, b: 0, a: 0}
|
||||
- _ReflectColor: {r: 0.7610062, g: 0.6675585, b: 0.3517858, a: 0}
|
||||
- _RimColor: {r: 1, g: 0.3833518, b: 0.12641507, a: 0}
|
||||
- _RimViewDirOffsetXYZ: {r: 4.78, g: 4.24, b: 4.75, a: 5}
|
||||
- _SSSColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _ShadowColor: {r: 0.5943396, g: 0.45696867, b: 0.45696867, a: 1}
|
||||
- _SpecularColor: {r: 1, g: 1, b: 1, a: 0}
|
||||
- _TintColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _pianyiliang: {r: 0, g: 0, b: 0, a: 0}
|
||||
m_BuildTextureStacks: []
|
||||
|
||||
@@ -19,57 +19,57 @@ Material:
|
||||
m_CustomRenderQueue: 3008
|
||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_LockedProperties:
|
||||
m_LockedProperties:
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs:
|
||||
_MainTex:
|
||||
- _MainTex:
|
||||
m_Texture: {fileID: 2700000, guid: 0000000deadbeef15deadf00d0000000, type: 2}
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||||
m_Scale: {x: 4, y: 1}
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||||
m_Offset: {x: 0, y: 0}
|
||||
_Mask:
|
||||
- _Mask:
|
||||
m_Texture: {fileID: 2700000, guid: 0000000deadbeef15deadf00d0000000, type: 2}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
_Mask2:
|
||||
- _Mask2:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
_Noise:
|
||||
- _Noise:
|
||||
m_Texture: {fileID: 2700000, guid: 0000000deadbeef15deadf00d0000000, type: 2}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Ints: {}
|
||||
m_Ints: []
|
||||
m_Floats:
|
||||
_AlphaCutoff: 0.5
|
||||
_MainTexRotateSpeed: 0
|
||||
_MainTexRotater: 0
|
||||
_Main_Desaturate: 0
|
||||
_Main_Tex_speed_x: 0.3
|
||||
_Main_Tex_speed_y: -0.2
|
||||
_Mask2RotateSpeed: 0
|
||||
_Mask2Rotator: 0
|
||||
_Mask2_speed_x: 0
|
||||
_Mask2_speed_y: 0
|
||||
_MaskRotateSpeed: 0
|
||||
_MaskRotator: 0
|
||||
_Mask_speed_x: 0
|
||||
_Mask_speed_y: 0
|
||||
_Noise_qd_x: 0.06
|
||||
_Noise_qd_y: 0.06
|
||||
_Noise_speed_x: -0.03
|
||||
_Noise_speed_y: -0.2
|
||||
_StencilComp: 8
|
||||
_StencilFailOp: 0
|
||||
_StencilPassOp: 0
|
||||
_StencilRef: 0
|
||||
_UNITY_UI_CLIP_RECT: 0
|
||||
__CullMode: 0
|
||||
__ZTest: 4
|
||||
__ZWrite: 0
|
||||
_opacity: 0.2
|
||||
_qd: 2.6
|
||||
- _AlphaCutoff: 0.5
|
||||
- _MainTexRotateSpeed: 0
|
||||
- _MainTexRotater: 0
|
||||
- _Main_Desaturate: 0
|
||||
- _Main_Tex_speed_x: 0.3
|
||||
- _Main_Tex_speed_y: -0.2
|
||||
- _Mask2RotateSpeed: 0
|
||||
- _Mask2Rotator: 0
|
||||
- _Mask2_speed_x: 0
|
||||
- _Mask2_speed_y: 0
|
||||
- _MaskRotateSpeed: 0
|
||||
- _MaskRotator: 0
|
||||
- _Mask_speed_x: 0
|
||||
- _Mask_speed_y: 0
|
||||
- _Noise_qd_x: 0.06
|
||||
- _Noise_qd_y: 0.06
|
||||
- _Noise_speed_x: -0.03
|
||||
- _Noise_speed_y: -0.2
|
||||
- _StencilComp: 8
|
||||
- _StencilFailOp: 0
|
||||
- _StencilPassOp: 0
|
||||
- _StencilRef: 0
|
||||
- _UNITY_UI_CLIP_RECT: 0
|
||||
- __CullMode: 0
|
||||
- __ZTest: 4
|
||||
- __ZWrite: 0
|
||||
- _opacity: 0.2
|
||||
- _qd: 2.6
|
||||
m_Colors:
|
||||
_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
_EmissionColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
|
||||
@@ -18,57 +18,101 @@ Shader "Boke/Addmul_Fresnel" {
|
||||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("StenciFailOp(模板测试失败时的操作)", Float) = 0
|
||||
}
|
||||
//DummyShaderTextExporter
|
||||
SubShader{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 200
|
||||
SubShader {
|
||||
Tags {
|
||||
"RenderType"="Transparent"
|
||||
"Queue"="Transparent"
|
||||
"RenderPipeline"="UniversalPipeline"
|
||||
"IgnoreProjector"="True"
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
// 模板测试
|
||||
Stencil {
|
||||
Ref [_StencilRef]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilPassOp]
|
||||
Fail [_StencilFailOp]
|
||||
}
|
||||
|
||||
float4x4 unity_ObjectToWorld;
|
||||
float4x4 unity_MatrixVP;
|
||||
float4 _MainTex_ST;
|
||||
Pass {
|
||||
Name "ForwardLit"
|
||||
Tags { "LightMode"="UniversalForward" }
|
||||
|
||||
struct Vertex_Stage_Input
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
// 特效通用混合:源 Alpha,目标 1 (Additive 效果)
|
||||
// 或者使用 SrcAlpha OneMinusSrcAlpha (标准透明)
|
||||
Blend SrcAlpha One
|
||||
ZWrite [__ZWrite]
|
||||
Cull [__CullMode]
|
||||
|
||||
struct Vertex_Stage_Output
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 pos : SV_POSITION;
|
||||
};
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
Vertex_Stage_Output vert(Vertex_Stage_Input input)
|
||||
{
|
||||
Vertex_Stage_Output output;
|
||||
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
|
||||
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
|
||||
return output;
|
||||
}
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
Texture2D<float4> _MainTex;
|
||||
SamplerState sampler_MainTex;
|
||||
float4 _Color;
|
||||
struct Attributes {
|
||||
float4 positionOS : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float3 normalOS : NORMAL;
|
||||
};
|
||||
|
||||
struct Fragment_Stage_Input
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
struct Varyings {
|
||||
float4 positionCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float3 normalWS : TEXCOORD1;
|
||||
float3 viewDirWS : TEXCOORD3;
|
||||
};
|
||||
|
||||
float4 frag(Fragment_Stage_Input input) : SV_TARGET
|
||||
{
|
||||
return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color;
|
||||
}
|
||||
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
Fallback "Hidden/InternalErrorShader"
|
||||
//CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTex_ST;
|
||||
float4 _Color;
|
||||
float4 _Fresnel_Color;
|
||||
float _qd;
|
||||
float _opacity;
|
||||
float _Fresnel_qd;
|
||||
float _Power;
|
||||
CBUFFER_END
|
||||
|
||||
Varyings vert(Attributes input) {
|
||||
Varyings output;
|
||||
|
||||
VertexPositionInputs posInputs = GetVertexPositionInputs(input.positionOS.xyz);
|
||||
output.positionCS = posInputs.positionCS;
|
||||
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
|
||||
|
||||
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
|
||||
output.viewDirWS = GetWorldSpaceViewDir(posInputs.positionWS);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
half4 frag(Varyings input) : SV_Target {
|
||||
// 1. 基础颜色采样
|
||||
float4 texCol = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
|
||||
float3 baseCol = texCol.rgb * _Color.rgb * _qd;
|
||||
|
||||
// 2. 菲涅尔计算 (Fresnel)
|
||||
float3 normalWS = normalize(input.normalWS);
|
||||
float3 viewDirWS = normalize(input.viewDirWS);
|
||||
|
||||
// 菲涅尔公式: pow(1.0 - dot(N, V), Power)
|
||||
float fresnelEffect = pow(1.0 - saturate(dot(normalWS, viewDirWS)), _Power);
|
||||
float3 fresnelCol = fresnelEffect * _Fresnel_Color.rgb * _Fresnel_qd;
|
||||
|
||||
// 3. 颜色合并
|
||||
float3 finalRGB = baseCol + fresnelCol;
|
||||
|
||||
// 4. 透明度合并
|
||||
// 使用贴图 A 通道、基础 Alpha 和整体透明度控制
|
||||
float finalAlpha = texCol.a * _Color.a * _opacity;
|
||||
|
||||
return half4(finalRGB, finalAlpha);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
Fallback "Invisible"
|
||||
}
|
||||
@@ -12,42 +12,112 @@ Shader "BokeGame/Glass_Out" {
|
||||
[HideInInspector] _OverlayColor ("叠加的颜色(做受击效果的)", Vector) = (0,0,0,0)
|
||||
}
|
||||
//DummyShaderTextExporter
|
||||
SubShader{
|
||||
Tags { "RenderType" = "Opaque" }
|
||||
LOD 200
|
||||
SubShader {
|
||||
Tags {
|
||||
"RenderType"="Transparent"
|
||||
"Queue"="Transparent"
|
||||
"RenderPipeline"="UniversalPipeline"
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
Pass {
|
||||
Name "ForwardLit"
|
||||
Tags { "LightMode"="UniversalForward" }
|
||||
|
||||
// 半透明设置
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite [_ZWrite]
|
||||
Cull Off // 玻璃通常渲染双面
|
||||
|
||||
float4x4 unity_ObjectToWorld;
|
||||
float4x4 unity_MatrixVP;
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma shader_feature_local _CLIP_HIDE
|
||||
|
||||
struct Vertex_Stage_Input
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
};
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
|
||||
struct Vertex_Stage_Output
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
};
|
||||
struct Attributes {
|
||||
float4 positionOS : POSITION;
|
||||
float3 normalOS : NORMAL;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
Vertex_Stage_Output vert(Vertex_Stage_Input input)
|
||||
{
|
||||
Vertex_Stage_Output output;
|
||||
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
|
||||
return output;
|
||||
}
|
||||
struct Varyings {
|
||||
float4 positionCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float3 normalWS : TEXCOORD1;
|
||||
float3 viewDirWS : TEXCOORD3;
|
||||
};
|
||||
|
||||
float4 frag(Vertex_Stage_Output input) : SV_TARGET
|
||||
{
|
||||
return float4(1.0, 1.0, 1.0, 1.0); // RGBA
|
||||
}
|
||||
TEXTURE2D(_MatCapMap); SAMPLER(sampler_MatCapMap);
|
||||
TEXTURE2D(_RefractionMap); SAMPLER(sampler_RefractionMap);
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MatCapMap_ST;
|
||||
float4 _RefractionMap_ST;
|
||||
float4 _RefractionColor;
|
||||
float4 _ReflectionColor;
|
||||
float4 _OverlayColor;
|
||||
float _RefractionIntensity;
|
||||
float _Min;
|
||||
float _Max;
|
||||
float _AlphaClip;
|
||||
CBUFFER_END
|
||||
|
||||
Varyings vert(Attributes input) {
|
||||
Varyings output;
|
||||
|
||||
VertexPositionInputs posInputs = GetVertexPositionInputs(input.positionOS.xyz);
|
||||
output.positionCS = posInputs.positionCS;
|
||||
output.uv = input.uv;
|
||||
|
||||
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
|
||||
output.viewDirWS = GetWorldSpaceViewDir(posInputs.positionWS);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
half4 frag(Varyings input) : SV_Target {
|
||||
float3 normalWS = normalize(input.normalWS);
|
||||
float3 viewDirWS = normalize(input.viewDirWS);
|
||||
|
||||
// 1. 折射/扰动采样 (使用法线贴图模拟折射效果)
|
||||
float2 refrUV = TRANSFORM_TEX(input.uv, _RefractionMap);
|
||||
float4 refrSample = SAMPLE_TEXTURE2D(_RefractionMap, sampler_RefractionMap, refrUV);
|
||||
float3 bumpNormal = UnpackNormal(refrSample);
|
||||
|
||||
// 2. MatCap 计算 (将视角空间的法线映射到 UV)
|
||||
// 核心逻辑:使用视角空间的法线 XY 作为 UV 来采样贴图
|
||||
float3 normalVS = TransformWorldToViewDir(normalWS + bumpNormal * _RefractionIntensity * 0.1);
|
||||
float2 matcapUV = normalVS.xy * 0.5 + 0.5;
|
||||
half4 matcapCol = SAMPLE_TEXTURE2D(_MatCapMap, sampler_MatCapMap, matcapUV);
|
||||
|
||||
// 3. 菲涅尔计算 (控制玻璃中心透明,边缘反光)
|
||||
float fresnel = pow(1.0 - saturate(dot(normalWS, viewDirWS)), 3.0);
|
||||
float reflectionFac = lerp(_Min, _Max, fresnel);
|
||||
|
||||
// 4. 最终颜色组合
|
||||
// 基础颜色来源于折射染色
|
||||
half4 baseColor = _RefractionColor;
|
||||
|
||||
#ifdef _CLIP_HIDE
|
||||
clip(baseColor.a - _AlphaClip);
|
||||
#endif
|
||||
|
||||
// 混合 MatCap 反射
|
||||
half3 finalRGB = lerp(baseColor.rgb, matcapCol.rgb * _ReflectionColor.rgb, reflectionFac);
|
||||
|
||||
// 叠加受击色
|
||||
finalRGB += _OverlayColor.rgb * _OverlayColor.a;
|
||||
|
||||
// 玻璃的 Alpha 通常由菲涅尔和基础透明度共同决定
|
||||
half finalAlpha = saturate(baseColor.a + reflectionFac);
|
||||
|
||||
return half4(finalRGB, finalAlpha);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
Fallback "Transparent/VertexLit"
|
||||
}
|
||||
@@ -45,55 +45,207 @@ Shader "BokeGame/URP_StandardPBR" {
|
||||
[HideInInspector] _OverlayColor ("叠加的颜色(做受击效果的)", Vector) = (0,0,0,0)
|
||||
}
|
||||
//DummyShaderTextExporter
|
||||
SubShader{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 200
|
||||
SubShader {
|
||||
Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" }
|
||||
LOD 300
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
Pass {
|
||||
Name "ForwardLit"
|
||||
Tags { "LightMode"="UniversalForward" }
|
||||
|
||||
float4x4 unity_ObjectToWorld;
|
||||
float4x4 unity_MatrixVP;
|
||||
float4 _MainTex_ST;
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
// 变体开关
|
||||
#pragma shader_feature_local _COLORADJUST
|
||||
#pragma shader_feature_local _RIM_ON
|
||||
#pragma shader_feature_local _DISSOLVE_ON
|
||||
#pragma shader_feature_local _EMISSCOLOR_ON
|
||||
#pragma shader_feature_local _USEINDIRSPECULAR_ON
|
||||
#pragma shader_feature_local _IBLTONEMAPPING_ON
|
||||
#pragma shader_feature_local _CLIP_HIDE
|
||||
|
||||
struct Vertex_Stage_Input
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
|
||||
struct Vertex_Stage_Output
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 pos : SV_POSITION;
|
||||
};
|
||||
struct Attributes {
|
||||
float4 positionOS : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float3 normalOS : NORMAL;
|
||||
float4 tangentOS : TANGENT;
|
||||
};
|
||||
|
||||
Vertex_Stage_Output vert(Vertex_Stage_Input input)
|
||||
{
|
||||
Vertex_Stage_Output output;
|
||||
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
|
||||
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
|
||||
return output;
|
||||
}
|
||||
struct Varyings {
|
||||
float4 positionCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float3 positionWS : TEXCOORD1;
|
||||
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 2);
|
||||
float3 normalWS : TEXCOORD3;
|
||||
float4 tangentWS : TEXCOORD4; // xyz: tangent, w: sign
|
||||
};
|
||||
|
||||
Texture2D<float4> _MainTex;
|
||||
SamplerState sampler_MainTex;
|
||||
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
|
||||
TEXTURE2D(_NormalTex); SAMPLER(sampler_NormalTex);
|
||||
TEXTURE2D(_MetalSmoothTex); SAMPLER(sampler_MetalSmoothTex);
|
||||
TEXTURE2D(_DissolveTex); SAMPLER(sampler_DissolveTex);
|
||||
TEXTURECUBE(_IndirCubeMap); SAMPLER(sampler_IndirCubeMap);
|
||||
|
||||
struct Fragment_Stage_Input
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTex_ST;
|
||||
float4 _TintColor;
|
||||
float _Brightness, _Saturation1, _Contrast;
|
||||
float _OcclusionAdd, _MetalnessAdd, _RoughnessAdd;
|
||||
float4 _SpecularColor;
|
||||
float _SpecularNonMetal, _SpecularMetal;
|
||||
float _RotateAngle, _IndirIntensity, _SHExposure;
|
||||
float4 _IndirColor;
|
||||
float _SkinSSSTransmission;
|
||||
float4 _SkinSSSScatterColor;
|
||||
float _ShadowDarkness;
|
||||
float4 _ShadowCol;
|
||||
float4 _EmissionCol;
|
||||
float _EmissionExposure;
|
||||
float4 _RimColor;
|
||||
float _RimRange, _RimHardness;
|
||||
float3 _RimViewDirOffsetXYZ;
|
||||
float _DissAmount, _DissolveSpread, _EdgeWidth, _EdgeIntensity;
|
||||
float4 _EdgeColor;
|
||||
float _AlphaClip;
|
||||
float4 _OverlayColor;
|
||||
CBUFFER_END
|
||||
|
||||
float4 frag(Fragment_Stage_Input input) : SV_TARGET
|
||||
{
|
||||
return _MainTex.Sample(sampler_MainTex, input.uv.xy);
|
||||
}
|
||||
// 颜色调节函数
|
||||
float3 ColorAdjustment(float3 color) {
|
||||
float luminance = dot(color, float3(0.2126, 0.7152, 0.0722));
|
||||
float3 brt = color * _Brightness;
|
||||
float3 sat = lerp(luminance, brt, _Saturation1);
|
||||
float3 con = lerp(0.5, sat, _Contrast);
|
||||
return con;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
Fallback "Hidden/Universal Render Pipeline/FallbackError"
|
||||
Varyings vert(Attributes input) {
|
||||
Varyings output;
|
||||
VertexPositionInputs posInputs = GetVertexPositionInputs(input.positionOS.xyz);
|
||||
VertexNormalInputs normInputs = GetVertexNormalInputs(input.normalOS, input.tangentOS);
|
||||
|
||||
output.positionCS = posInputs.positionCS;
|
||||
output.positionWS = posInputs.positionWS;
|
||||
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
|
||||
output.normalWS = normInputs.normalWS;
|
||||
output.tangentWS = float4(normInputs.tangentWS, input.tangentOS.w);
|
||||
|
||||
OUTPUT_SH(output.normalWS, output.vertexSH);
|
||||
return output;
|
||||
}
|
||||
|
||||
half4 frag(Varyings input) : SV_Target {
|
||||
// 1. 溶解逻辑
|
||||
#ifdef _DISSOLVE_ON
|
||||
float dissolve = SAMPLE_TEXTURE2D(_DissolveTex, sampler_DissolveTex, input.uv).r;
|
||||
clip(dissolve - _DissAmount);
|
||||
#endif
|
||||
|
||||
#ifdef _CLIP_HIDE
|
||||
clip(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv).a - _AlphaClip);
|
||||
#endif
|
||||
|
||||
// 2. 贴图采样与基础数据
|
||||
float4 baseTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
|
||||
float3 albedo = baseTex.rgb * _TintColor.rgb;
|
||||
|
||||
#ifdef _COLORADJUST
|
||||
albedo = ColorAdjustment(albedo);
|
||||
#endif
|
||||
|
||||
float4 msao = SAMPLE_TEXTURE2D(_MetalSmoothTex, sampler_MetalSmoothTex, input.uv);
|
||||
float roughness = saturate(msao.r + _RoughnessAdd);
|
||||
float metallic = saturate(msao.g + _MetalnessAdd);
|
||||
float occlusion = saturate(msao.b + _OcclusionAdd);
|
||||
float rimMask = msao.a;
|
||||
|
||||
// 3. 法线处理
|
||||
float3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_NormalTex, sampler_NormalTex, input.uv));
|
||||
float3 bitangentWS = cross(input.normalWS, input.tangentWS.xyz) * input.tangentWS.w;
|
||||
float3 normalWS = TransformTangentToWorld(normalTS, float3x3(input.tangentWS.xyz, bitangentWS, input.normalWS));
|
||||
normalWS = normalize(normalWS);
|
||||
|
||||
// 4. URP PBR 结构准备
|
||||
float3 viewDirWS = normalize(GetWorldSpaceViewDir(input.positionWS));
|
||||
|
||||
SurfaceData surfaceData = (SurfaceData)0;
|
||||
surfaceData.albedo = albedo;
|
||||
surfaceData.metallic = metallic;
|
||||
surfaceData.smoothness = 1.0 - roughness;
|
||||
surfaceData.occlusion = occlusion;
|
||||
surfaceData.normalTS = normalTS;
|
||||
surfaceData.emission = 0; // 后面手动算
|
||||
|
||||
InputData inputData = (InputData)0;
|
||||
inputData.positionWS = input.positionWS;
|
||||
inputData.normalWS = normalWS;
|
||||
inputData.viewDirectionWS = viewDirWS;
|
||||
inputData.shadowCoord = GetShadowCoord(GetVertexPositionInputs(input.positionWS));
|
||||
inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
|
||||
|
||||
// 5. 光照计算 (核心)
|
||||
half4 color = UniversalFragmentPBR(inputData, surfaceData);
|
||||
|
||||
// 6. 自定义光照修改:阴影控制与 SSS
|
||||
Light mainLight = GetMainLight(inputData.shadowCoord);
|
||||
float shadow = lerp(_ShadowDarkness, 1.0, mainLight.shadowAttenuation);
|
||||
color.rgb *= shadow;
|
||||
color.rgb += _ShadowCol.rgb * (1.0 - shadow);
|
||||
|
||||
// SSS 模拟
|
||||
float vDotL = saturate(dot(-viewDirWS, mainLight.direction));
|
||||
float3 sss = pow(vDotL, 4) * _SkinSSSTransmission * _SkinSSSScatterColor.rgb * mainLight.color;
|
||||
color.rgb += sss * occlusion;
|
||||
|
||||
// 7. 自定义反射 (Custom Cubemap)
|
||||
#ifdef _USEINDIRSPECULAR_ON
|
||||
float3 reflectDir = reflect(-viewDirWS, normalWS);
|
||||
// 简单旋转
|
||||
float angle = _RotateAngle * 0.01745;
|
||||
float2x2 rot = float2x2(cos(angle), -sin(angle), sin(angle), cos(angle));
|
||||
reflectDir.xz = mul(rot, reflectDir.xz);
|
||||
|
||||
float4 customEnv = SAMPLE_TEXTURECUBE_LOD(_IndirCubeMap, sampler_IndirCubeMap, reflectDir, roughness * 7.0);
|
||||
#ifdef _IBLTONEMAPPING_ON
|
||||
customEnv.rgb = customEnv.rgb / (customEnv.rgb + 1.0);
|
||||
#endif
|
||||
color.rgb += customEnv.rgb * _IndirIntensity * _IndirColor.rgb * metallic;
|
||||
#endif
|
||||
|
||||
// 8. 边缘光 (Rim)
|
||||
#ifdef _RIM_ON
|
||||
float3 modifiedViewDir = normalize(viewDirWS + _RimViewDirOffsetXYZ);
|
||||
float rim = 1.0 - saturate(dot(modifiedViewDir, normalWS));
|
||||
rim = pow(rim, _RimHardness) * _RimRange * rimMask;
|
||||
color.rgb += rim * _RimColor.rgb * occlusion;
|
||||
#endif
|
||||
|
||||
// 9. 溶解边缘加亮
|
||||
#ifdef _DISSOLVE_ON
|
||||
float edge = smoothstep(_DissAmount, _DissAmount + _EdgeWidth, dissolve);
|
||||
float3 edgeFinal = (1.0 - edge) * _EdgeColor.rgb * _EdgeIntensity;
|
||||
color.rgb += edgeFinal;
|
||||
#endif
|
||||
|
||||
// 10. 自发光与 Overlay
|
||||
float3 emission = _EmissionCol.rgb * _EmissionExposure * baseTex.a;
|
||||
#ifdef _EMISSCOLOR_ON
|
||||
emission *= albedo;
|
||||
#endif
|
||||
color.rgb += emission;
|
||||
color.rgb += _OverlayColor.rgb * _OverlayColor.a;
|
||||
|
||||
return half4(color.rgb, 1.0);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// 阴影投射 Pass (必须有,否则没阴影)
|
||||
UsePass "Universal Render Pipeline/Lit/ShadowCaster"
|
||||
}
|
||||
Fallback "Hidden/Universal Render Pipeline/FallbackError"
|
||||
}
|
||||
Reference in New Issue
Block a user