unity-shader-example-unlitCharacter

buildin效果图

urp效果图

UnlitCharacter.shader

UnlitCharacter.shader
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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;

// 遮罩高亮
half4 glow = 0;
glow.rgb = maskTex.rgb * (sin(_Time.w) * 0.5 + 0.5);
c += glow;
// return glow;

// 计算高光SpecularColor * Ks * pow(max(0,dot(N,H)), Shininess)
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); // * maskTex.a;
c += specular;
// return specular;

// 菲涅尔边缘高光
half NdotV = 1 - saturate(dot(N,V));
half4 fresnel = pow(NdotV,3) * _LightColor;
c += fresnel;
// return 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;

// 遮罩高亮
half4 glow = 0;
glow.rgb = maskTex.rgb * (sin(_Time.w) * 0.5 + 0.5);
c += glow;
// return glow;

// 计算高光SpecularColor * Ks * pow(max(0,dot(N,H)), Shininess)
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); // * maskTex.a;
c += specular;
// return specular;

// 菲涅尔边缘高光
half NdotV = 1 - saturate(dot(N,V));
half4 fresnel = pow(NdotV,3) * _LightColor;
c += fresnel;
// return fresnel;

UNITY_APPLY_FOG(i.fogCoord, c);
return c;
}
ENDCG
}
}
}