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| Shader "HHF/Example/UnlitCharacter" { Properties { _MainTex ("MainTex", 2D) = "white" {} _MaskTex ("MaskTex", 2D) = "white" {} [Header(Specular)] _SpecularShininess ("SpecularShininess", float) = 1 _SpecularIntensity ("SpecularIntensity", float) = 1 [Header(Light)] _LightPos ("LightPos", vector) = (0,0,0,0) _LightColor("LightColor", Color) = (1,1,1,1) }
SubShader { Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" }
Pass { HLSLPROGRAM #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal:NORMAL; }; struct v2f { float4 positionCS:SV_Position; float2 uv:TEXCOORD; float fogCoord:TEXCOORD1; float3 normalWS:TEXCOORD2; float3 positionWS:TEXCOORD3; };
CBUFFER_START(UnityPerMaterial) float4 _MainTex_ST; float4 _MaskTex_ST; half _SpecularShininess; half _SpecularIntensity; half4 _LightPos; half4 _LightColor; CBUFFER_END
TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex); TEXTURE2D (_MaskTex);SAMPLER(sampler_MaskTex);
v2f vert(appdata v) { v2f o = (v2f)0; o.positionWS = TransformObjectToWorld(v.vertex.xyz); o.positionCS = TransformWorldToHClip(o.positionWS); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.normalWS = TransformObjectToWorldNormal(v.normal); o.fogCoord = ComputeFogFactor(o.positionCS.z);
return o; }
half4 frag(v2f i) : SV_TARGET { half4 c = 0;
half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); half4 maskTex = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv); c = mainTex;
half4 glow = 0; glow.rgb = maskTex.rgb * (sin(_Time.w) * 0.5 + 0.5); c += glow;
float3 N = normalize(i.normalWS); float3 L = _LightPos.xyz; float3 V = normalize(_WorldSpaceCameraPos - i.positionWS); float3 H = normalize(L + V); half NdotH = saturate(dot(N, H)); half specular = _SpecularIntensity * pow(NdotH, _SpecularShininess); c += specular;
half NdotV = 1 - saturate(dot(N,V)); half4 fresnel = pow(NdotV,3) * _LightColor; c += fresnel;
c.rgb = MixFog(c.rgb, i.fogCoord);
return c; }
ENDHLSL } }
SubShader { Tags { "RenderType"="Opaque" } LOD 100
Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal:NORMAL; };
struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 positionCS : SV_POSITION; float3 normalWS:TEXCOORD2; float3 positionWS:TEXCOORD3; };
sampler2D _MainTex; float4 _MainTex_ST; sampler2D _MaskTex; half _SpecularShininess; half _SpecularIntensity; half4 _LightPos; half4 _LightColor;
v2f vert (appdata v) { v2f o; o.positionCS = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.normalWS = UnityObjectToWorldNormal(v.normal); o.positionWS = mul(unity_ObjectToWorld, v.vertex); UNITY_TRANSFER_FOG(o, o.pos); return o; }
half4 frag (v2f i) : SV_Target { half4 c = 0;
half4 mainTex = tex2D(_MainTex, i.uv); half4 maskTex = tex2D(_MaskTex, i.uv); c = mainTex;
half4 glow = 0; glow.rgb = maskTex.rgb * (sin(_Time.w) * 0.5 + 0.5); c += glow;
float3 N = normalize(i.normalWS); float3 L = _LightPos.xyz; float3 V = normalize(_WorldSpaceCameraPos - i.positionWS); float3 H = normalize(L + V); half NdotH = saturate(dot(N, H)); half specular = _SpecularIntensity * pow(NdotH, _SpecularShininess); c += specular;
half NdotV = 1 - saturate(dot(N,V)); half4 fresnel = pow(NdotV,3) * _LightColor; c += fresnel;
UNITY_APPLY_FOG(i.fogCoord, c); return c; } ENDCG } } }
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