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| Shader "HHF/Tutorial/Laser" { Properties { _BaseColor("Base Color",color) = (1,1,1,1) _ReflectionMap("ReflectionMap", CUBE) = "white" {} [IntRange]_Mip("Mip",range(0,9)) = 7
_NormalMap("NormalMap",2D) = "bump"{} _NormalScale("NormalScale",range(0,1)) = 1
[Header(LaserColor)] _Repeat("Repeat",range(0,2)) = 1 _Intensity("Intensity",range(0,1)) = 0.2 _Offset("Offset",float) = 0 }
SubShader { Tags { "Queue"="Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }
Pass { 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; half3 normal : NORMAL; half4 tangent : TANGENT; };
struct v2f { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; float3 positionWS : TEXCOORD1; half3 normalWS : TEXCOORD2; half3 tangentWS : TEXCOORD3; half3 bitangentWS : TEXCOORD4; };
CBUFFER_START(UnityPerMaterial) half4 _BaseColor; float4 _NormalMap_ST; half _Mip; half _NormalScale; half _Repeat,_Intensity,_Offset; CBUFFER_END TEXTURECUBE (_ReflectionMap);SAMPLER(sampler_ReflectionMap); TEXTURE2D (_NormalMap);SAMPLER(sampler_NormalMap);
v2f vert(appdata v) { v2f o = (v2f)0;
o.positionCS = TransformObjectToHClip(v.vertex.xyz); o.uv = TRANSFORM_TEX(v.uv, _NormalMap); o.positionWS = TransformObjectToWorld(v.vertex.xyz); o.normalWS = TransformObjectToWorldNormal(v.normal.xyz); o.tangentWS = TransformObjectToWorldDir(v.tangent.xyz); half sign = v.tangent.w * GetOddNegativeScale(); o.bitangentWS = cross(o.normalWS, o.tangentWS) * sign; return o; }
half4 frag(v2f i) : SV_Target { half4 c;
half3 normalMap = UnpackNormalScale(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, i.uv), _NormalScale); half3 normalWS = mul(normalMap, half3x3(i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz)); half3 N = normalize(normalWS); half3 V = normalize(_WorldSpaceCameraPos - i.positionWS); float3 R = reflect(-V,N);
half4 baseMap = SAMPLE_TEXTURECUBE_LOD(_ReflectionMap, sampler_ReflectionMap, R, _Mip); c = baseMap * _BaseColor;
half ud = dot(i.bitangentWS.xyz, V); half rl = dot(i.tangentWS.xyz, V); half taichi = rl - ud; taichi -= max(normalMap.x, normalMap.y) + _Offset; half3 taichiColor = cos(taichi * half3(25, 30, 35) * _Repeat); taichiColor = saturate(taichiColor * _Intensity); c.rgb += taichiColor; return c; } ENDHLSL } }
SubShader { Tags { "Queue"="Geometry" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag
#include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; half3 normal : NORMAL; half4 tangent : TANGENT; };
struct v2f { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; float3 positionWS : TEXCOORD1; half3 normalWS : TEXCOORD2; half3 tangentWS : TEXCOORD3; half3 bitangentWS : TEXCOORD4; };
half4 _BaseColor; sampler2D _NormalMap; float4 _NormalMap_ST; samplerCUBE _ReflectionMap; half _Mip; half _NormalScale; half _Repeat,_Intensity,_Offset;
v2f vert(appdata v) { v2f o = (v2f)0;
o.positionCS = UnityObjectToClipPos(v.vertex.xyz); o.uv = TRANSFORM_TEX(v.uv, _NormalMap); o.positionWS = mul(UNITY_MATRIX_M, v.vertex); o.normalWS = UnityObjectToWorldNormal(v.normal); o.tangentWS = UnityObjectToWorldDir(v.tangent.xyz); half sign = v.tangent.w * unity_WorldTransformParams.w; o.bitangentWS = cross(o.normalWS, o.tangentWS) * sign; return o; }
half4 frag(v2f i) : SV_Target { half4 c;
half3 normalMap = UnpackNormal(tex2D(_NormalMap, i.uv)); normalMap.xy *= _NormalScale; half3 normalWS = mul(normalMap, half3x3(i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz)); half3 N = normalize(normalWS); half3 V = normalize(_WorldSpaceCameraPos - i.positionWS); float3 R = reflect(-V,N);
half4 rUVMipMap = half4(R, _Mip); half4 baseMap = texCUBElod(_ReflectionMap, rUVMipMap); c = baseMap * _BaseColor;
half ud = dot(i.bitangentWS.xyz, V); half rl = dot(i.tangentWS.xyz, V); half taichi = rl - ud; taichi -= max(normalMap.x, normalMap.y) + _Offset; half3 taichiColor = cos(taichi * half3(25, 30, 35) * _Repeat); taichiColor = saturate(taichiColor * _Intensity); c.rgb += taichiColor; return c; } ENDCG } } }
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