unity-shader-SimplePoly

SimplePoly.shader
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Shader "HHF/Poly/SimplePoly"
{
Properties
{
_BaseColor("Base Color",color) = (1,1,1,1)
_BaseMap("BaseMap", 2D) = "white" {}
_CameraDistance ("Camera Distance", Range(1, 5)) = 3
_DiffuseFac ("Diffuse Fac", Range(0.2, 0.6)) = 0.22
_Brightness ("Brightness", Range(1, 3)) = 2.6
}

// urp
SubShader
{
Tags { "Queue"="Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "ShaderModel"="2.0"}
LOD 100

Pass
{
Name "Unlit"
HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"

struct a2v
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};

struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
half3 color : COLOR;

#if USING_FOG
float fogCoord : TEXCOORD1;
#endif

};

CBUFFER_START(UnityPerMaterial)
half4 _BaseColor;
float4 _BaseMap_ST;
half _CameraDistance; // 摄像机距离
half _DiffuseFac; // 漫反射系数
float _Brightness; // 亮度
CBUFFER_END

TEXTURE2D (_BaseMap);SAMPLER(sampler_BaseMap);

v2f vert(a2v v)
{
v2f o;
o.pos = TransformObjectToHClip(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _BaseMap);

// 法线转换到世界空间
half3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));

// 计算漫反射,没有漫反射操作,模型看起来就是一坨一样的一样颜色,看不出面的细节
// 摄像机距离做个限制,不然摄像机越远越亮,看起来很奇怪
half3 worldPos = mul(v.vertex, (float3x3)unity_WorldToObject);
half3 cameraPos = worldPos + normalize(_WorldSpaceCameraPos) * _CameraDistance;
half3 diffuse = saturate(dot(worldNormal, cameraPos) * _DiffuseFac);

// 雾计算
#if USING_FOG
o.fogCoord = ComputeFogFactor(o.pos.z);
#endif

o.color = diffuse ;

return o;
}

half4 frag(v2f i) : SV_Target
{
half4 c;
half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv);
c = baseMap * _BaseColor * half4(i.color, 1) * _Brightness;

// 雾计算
#if USING_FOG
c.rgb = MixFog(c.rgb, i.fogCoord);
#endif

return c;
}

ENDHLSL
}
}

// srp
SubShader
{
Pass
{
CGPROGRAM

#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))

#include "UnityCG.cginc"

struct a2v
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};

struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
half3 color : COLOR;

#if USING_FOG
fixed fog : TEXCOORD2;
#endif
};

half4 _BaseColor;
sampler2D _BaseMap;float4 _BaseMap_ST;

half _CameraDistance; // 摄像机距离
half _DiffuseFac; // 漫反射系数
float _Brightness; // 亮度

v2f vert(a2v v)
{
v2f o;

o.pos = UnityObjectToClipPos(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _BaseMap);

// 法线转换到世界空间
half3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));

// 计算漫反射,没有漫反射操作,模型看起来就是一坨一样的一样颜色,看不出面的细节
// 摄像机距离做个限制,不然摄像机越远越亮,看起来很奇怪
half3 worldPos = mul(v.vertex, (float3x3)unity_WorldToObject);
half3 cameraPos = worldPos + normalize(_WorldSpaceCameraPos) * _CameraDistance;
half3 diffuse = saturate(dot(worldNormal, cameraPos) * _DiffuseFac);

// 雾计算
#if USING_FOG
float3 eyePos = UnityObjectToViewPos(float4(v.vertex.xyz, 1));
float fogCoord = length(eyePos.xyz);
UNITY_CALC_FOG_FACTOR_RAW(fogCoord);
o.fog = saturate(unityFogFactor);
#endif

o.color = diffuse ;

return o;
}

half4 frag(v2f i) : SV_Target
{
half4 c;
half4 baseMap = tex2D(_BaseMap, i.uv);
c = baseMap * _BaseColor * half4(i.color, 1) * _Brightness;

// 雾计算
#if USING_FOG
c.rgb = lerp(unity_FogColor.rgb, c.rgb, i.fog);
#endif

return c;
}

ENDCG
}
}

}

参数图

效果图