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| Shader "HHF/Tutorial/KajiyaKayHair" { Properties { [Header(Base)] _BaseColor("Base Color",color) = (1,1,1,1) _ShadowColor("Shadow Color",color) = (0,0,0,0) _BaseMap("BaseMap(RGB) Cutoff(A)", 2D) = "white" {} _Cutoff("Cutoff",range(0,1)) = 0.3 _AOIntensity("AO Intensity",range(0,1)) = 0.35
[Header(Anisotropic)] _NoiseMap("Noise", 2D) = "white" {} _PrimaryColor("PrimaryColor",color) = (1,1,1,1) _PrimaryStrength("PrimaryStrength",float) = 1.5 _PrimaryFade("PrimaryFade",float) = 80 _PrimaryShift("PrimaryShift",range(-1,1)) = 0 _PrimarySharp("PrimarySharp",range(-2,2)) = 1 _SecondaryColor("SecondaryColor",color) = (1,1,1,1) _SecondaryStrength("SecondaryStrength",float) = 1.5 _SecondaryFade("SecondaryFade",float) = 80 _SecondaryShift("SecondaryShift",range(-1,1)) = 0.65 _SecondarySharp("SecondarySharp",range(-2,2)) = 1 }
SubShader { Tags { "Queue"="Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" } Cull Off
Pass { Tags{ "LightMode" = "SRPDefaultUnlit"} ZWrite On ZTest LEqual HLSLPROGRAM #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #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 appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; half4 color : COLOR; };
struct v2f { float4 positionCS : SV_POSITION; float4 uv : TEXCOORD0; float3 viewWS : TEXCOORD1; half4 normalWS : TEXCOORD3; half4 tangentWS : TEXCOORD4; half4 bitangentWS : TEXCOORD5; half4 color : TEXCOORD6; };
CBUFFER_START(UnityPerMaterial) half4 _BaseColor,_ShadowColor; float4 _BaseMap_ST,_NoiseMap_ST; half _Cutoff; half _AOIntensity; half4 _PrimaryColor; half _PrimaryStrength,_PrimaryFade,_PrimaryShift,_PrimarySharp; half4 _SecondaryColor; half _SecondaryStrength,_SecondaryFade,_SecondaryShift,_SecondarySharp; CBUFFER_END TEXTURE2D (_BaseMap);SAMPLER(sampler_BaseMap); TEXTURE2D (_NoiseMap);SAMPLER(sampler_NoiseMap);
v2f vert(appdata v) { v2f o = (v2f)0;
o.positionCS = TransformObjectToHClip(v.vertex.xyz); o.uv.xy = TRANSFORM_TEX(v.uv, _BaseMap); o.uv.zw = TRANSFORM_TEX(v.uv, _NoiseMap); o.color = v.color; o.normalWS.xyz = TransformObjectToWorldNormal(v.normal); return o; }
half4 frag(v2f i) : SV_Target { half4 c; half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv.xy); clip(baseMap.a - _Cutoff);
Light mainLight = GetMainLight(); half3 L = mainLight.direction; half3 N = normalize(i.normalWS.xyz);
half NoL = dot(N,L)*0.4+0.6; half4 NoLColor = lerp(_ShadowColor, _BaseColor, NoL); half3 diffuse = baseMap.rgb * NoLColor.rgb; half ao = lerp(1, i.color.r, _AOIntensity); diffuse *= ao; c.rgb = diffuse;
c.a = baseMap.a;
return c; } ENDHLSL }
Pass { Tags {"LightMode" = "UniversalForward"} Blend SrcAlpha OneMinusSrcAlpha ZWrite Off HLSLPROGRAM #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #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 appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; float4 tangent : TANGENT; half4 color : COLOR; };
struct v2f { float4 positionCS : SV_POSITION; float4 uv : TEXCOORD0; float3 viewWS : TEXCOORD1; half4 normalWS : TEXCOORD3; half4 tangentWS : TEXCOORD4; half4 bitangentWS : TEXCOORD5; half4 color : TEXCOORD6; };
CBUFFER_START(UnityPerMaterial) half4 _BaseColor,_ShadowColor; float4 _BaseMap_ST,_NoiseMap_ST; half _Cutoff; half _AOIntensity; half4 _PrimaryColor; half _PrimaryStrength,_PrimaryFade,_PrimaryShift,_PrimarySharp; half4 _SecondaryColor; half _SecondaryStrength,_SecondaryFade,_SecondaryShift,_SecondarySharp; CBUFFER_END TEXTURE2D (_BaseMap);SAMPLER(sampler_BaseMap); TEXTURE2D (_NoiseMap);SAMPLER(sampler_NoiseMap);
half3 AnisotropicSpecular(half noise, half3 color, half strength, half fade, half shift, half sharp, half3 T,half3 H,half3 N,half3 V) { half3 specular; half offset = noise.r * sharp + shift; T = normalize(T + offset * H); half ToH = dot(T,H); half sinTH = sqrt(1-ToH*ToH); half atten = saturate(dot(N,V)); specular = atten * strength * pow(saturate(sinTH), fade); specular *= color.rgb; return specular; }
v2f vert(appdata v) { v2f o = (v2f)0;
o.positionCS = TransformObjectToHClip(v.vertex.xyz); o.uv.xy = TRANSFORM_TEX(v.uv, _BaseMap); o.uv.zw = TRANSFORM_TEX(v.uv, _NoiseMap); o.color = v.color; float3 positionWS = TransformObjectToWorld(v.vertex.xyz); o.viewWS = _WorldSpaceCameraPos - positionWS; o.normalWS.xyz = TransformObjectToWorldNormal(v.normal); o.tangentWS.xyz = TransformObjectToWorldDir(v.tangent.xyz); return o; }
half4 frag(v2f i) : SV_Target { half4 c; half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv.xy); half4 noiseMap = SAMPLE_TEXTURE2D(_NoiseMap, sampler_NoiseMap, i.uv.zw) - 0.5;
half3 T = normalize(i.tangentWS.xyz); Light mainLight = GetMainLight(); half3 L = mainLight.direction; half3 N = normalize(i.normalWS.xyz); half3 V = normalize(i.viewWS); half3 H = normalize(L+V);
half NoL = dot(N,L) * 0.4 + 0.6; half4 NoLColor = lerp(_ShadowColor, _BaseColor, NoL); half3 diffuse = baseMap.rgb * NoLColor.rgb; half ao = lerp(1, i.color.r, _AOIntensity); diffuse *= ao;
half3 primarySpecular = AnisotropicSpecular(noiseMap.r, _PrimaryColor.rgb, _PrimaryStrength, _PrimaryFade, _PrimaryShift, _PrimarySharp,T,H,N,V); half3 secondarySpecular = AnisotropicSpecular(noiseMap.r, _SecondaryColor.rgb, _SecondaryStrength, _SecondaryFade, _SecondaryShift, _SecondarySharp,T,H,N,V);
c.rgb = diffuse + primarySpecular + secondarySpecular; c.a = baseMap.a;
return c; } ENDHLSL } }
SubShader { Tags { "Queue"="Transparent" } Cull Off
Pass { ZWrite On ZTest LEqual CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; half4 color : COLOR; };
struct v2f { float4 positionCS : SV_POSITION; float4 uv : TEXCOORD0; float3 viewWS : TEXCOORD1; half4 normalWS : TEXCOORD3; half4 tangentWS : TEXCOORD4; half4 bitangentWS : TEXCOORD5; half4 color : TEXCOORD6; };
half4 _BaseColor,_ShadowColor; sampler2D _BaseMap; float4 _BaseMap_ST; sampler2D _NoiseMap; float4 _NoiseMap_ST; half _Cutoff; half _AOIntensity; half4 _PrimaryColor; half _PrimaryStrength,_PrimaryFade,_PrimaryShift,_PrimarySharp; half4 _SecondaryColor; half _SecondaryStrength,_SecondaryFade,_SecondaryShift,_SecondarySharp;
v2f vert(appdata v) { v2f o = (v2f)0;
o.positionCS = UnityObjectToClipPos(v.vertex.xyz); o.uv.xy = TRANSFORM_TEX(v.uv, _BaseMap); o.uv.zw = TRANSFORM_TEX(v.uv, _NoiseMap); o.color = v.color; o.normalWS.xyz = UnityObjectToWorldNormal(v.normal); return o; }
half4 frag(v2f i) : SV_Target { half4 c; half4 baseMap = tex2D(_BaseMap, i.uv.xy); clip(baseMap.a - _Cutoff);
half3 L = _WorldSpaceLightPos0; half3 N = normalize(i.normalWS.xyz);
half NoL = dot(N,L)*0.4+0.6; half4 NoLColor = lerp(_ShadowColor, _BaseColor, NoL); half3 diffuse = baseMap.rgb * NoLColor.rgb; half ao = lerp(1, i.color.r, _AOIntensity); diffuse *= ao; c.rgb = diffuse;
c.a = baseMap.a;
return c; }
ENDCG } Pass { Blend SrcAlpha OneMinusSrcAlpha ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; float4 tangent : TANGENT; half4 color : COLOR; };
struct v2f { float4 positionCS : SV_POSITION; float4 uv : TEXCOORD0; float3 viewWS : TEXCOORD1; half4 normalWS : TEXCOORD3; half4 tangentWS : TEXCOORD4; half4 bitangentWS : TEXCOORD5; half4 color : TEXCOORD6; };
half4 _BaseColor,_ShadowColor; sampler2D _BaseMap; float4 _BaseMap_ST; sampler2D _NoiseMap; float4 _NoiseMap_ST; half _Cutoff; half _AOIntensity; half4 _PrimaryColor; half _PrimaryStrength,_PrimaryFade,_PrimaryShift,_PrimarySharp; half4 _SecondaryColor; half _SecondaryStrength,_SecondaryFade,_SecondaryShift,_SecondarySharp;
half3 AnisotropicSpecular(half noise, half3 color, half strength, half fade, half shift, half sharp, half3 T,half3 H,half3 N,half3 V) { half3 specular; half offset = noise.r * sharp + shift; T = normalize(T + offset * H); half ToH = dot(T,H); half sinTH = sqrt(1-ToH*ToH); half atten = saturate(dot(N,V)); specular = atten * strength * pow(saturate(sinTH), fade); specular *= color.rgb; return specular; } v2f vert(appdata v) { v2f o = (v2f)0;
o.positionCS = UnityObjectToClipPos(v.vertex.xyz); o.uv.xy = TRANSFORM_TEX(v.uv, _BaseMap); o.uv.zw = TRANSFORM_TEX(v.uv, _NoiseMap); o.color = v.color; float3 positionWS = mul(UNITY_MATRIX_M, v.vertex); o.viewWS = _WorldSpaceCameraPos - positionWS; o.normalWS.xyz = UnityObjectToWorldNormal(v.normal); o.tangentWS.xyz = UnityObjectToWorldDir(v.tangent); return o; }
half4 frag(v2f i) : SV_Target { half4 c; half4 baseMap = tex2D(_BaseMap, i.uv.xy); half4 noiseMap = tex2D(_NoiseMap, i.uv.zw) - 0.5;
half3 T = normalize(i.tangentWS.xyz); half3 L = _WorldSpaceLightPos0; half3 N = normalize(i.normalWS.xyz); half3 V = normalize(i.viewWS); half3 H = normalize(L+V);
half NoL = dot(N,L) * 0.4 + 0.6; half4 NoLColor = lerp(_ShadowColor, _BaseColor, NoL); half3 diffuse = baseMap.rgb * NoLColor.rgb; half ao = lerp(1, i.color.r, _AOIntensity); diffuse *= ao;
half3 primarySpecular = AnisotropicSpecular(noiseMap.r, _PrimaryColor.rgb, _PrimaryStrength, _PrimaryFade, _PrimaryShift, _PrimarySharp,T,H,N,V); half3 secondarySpecular = AnisotropicSpecular(noiseMap.r, _SecondaryColor.rgb, _SecondaryStrength, _SecondaryFade, _SecondaryShift, _SecondarySharp,T,H,N,V);
c.rgb = diffuse + primarySpecular + secondarySpecular; c.a = baseMap.a;
return c; }
ENDCG } } }
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