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| Shader "HHF/Tutorial/MaterialCapture" { Properties { [NoScaleOffset]_BaseMap("BaseMap", 2D) = "white" {} [Toggle]_NormalTexEnable("NormalTexEnabled", int) = 0 [Normal]_NormalTex("NormalTex", 2D) = "bump"{} }
SubShader { Tags { "Queue"="Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" } Blend SrcAlpha OneMinusSrcAlpha
Pass { HLSLPROGRAM #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #pragma shader_feature _ _NORMALTEXENABLE_ON #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; half4 normalWS : TEXCOORD1; half4 tangentWS : TEXCOORD2; half4 bitangentWS : TEXCOORD3; };
CBUFFER_START(UnityPerMaterial) float4 _NormalTex_ST; CBUFFER_END TEXTURE2D (_BaseMap);SAMPLER(sampler_BaseMap); TEXTURE2D (_NormalTex);SAMPLER(sampler_NormalTex);
v2f vert(appdata v) { v2f o = (v2f)0;
o.positionCS = TransformObjectToHClip(v.vertex.xyz); o.uv = TRANSFORM_TEX(v.uv, _NormalTex); half3 normalWS = TransformObjectToWorldNormal(v.normal.xyz);
o.normalWS.xyz = normalWS; o.tangentWS.xyz = TransformObjectToWorldDir(v.tangent.xyz); half sign = v.tangent.w * GetOddNegativeScale(); o.bitangentWS.xyz = cross(o.normalWS.xyz, o.tangentWS.xyz) * sign; return o; }
half4 frag(v2f i) : SV_Target { half4 c;
half3 normalWS = normalize(i.normalWS.xyz);
#if _NORMALTEXENABLE_ON half3 normalMap = UnpackNormal(SAMPLE_TEXTURE2D(_NormalTex, sampler_NormalTex, i.uv)); normalWS = mul(normalMap, half3x3(i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz)); #endif half3 normalVS = mul((float3x3)UNITY_MATRIX_V, normalWS); float2 normalUV = normalVS.xy * 0.5 + 0.5; half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, normalUV); c = baseMap; return c; } ENDHLSL } }
SubShader { Tags { "RenderType"="Opaque" }
Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma shader_feature _ _NORMALTEXENABLE_ON
#include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; half3 normal : NORMAL; half4 tangent : TANGENT; };
struct v2f { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; half4 normalWS : TEXCOORD1; half4 tangentWS : TEXCOORD2; half4 bitangentWS : TEXCOORD3; };
sampler2D _BaseMap; float4 _BaseMap_ST; sampler2D _NormalTex; float4 _NormalTex_ST;
v2f vert(appdata v) { v2f o = (v2f)0;
o.positionCS = UnityObjectToClipPos(v.vertex.xyz); o.uv = TRANSFORM_TEX(v.uv, _NormalTex); half3 normalWS = UnityObjectToWorldNormal(v.normal.xyz);
o.normalWS.xyz = normalWS; o.tangentWS.xyz = UnityObjectToWorldDir(v.tangent.xyz); half tangentSign = v.tangent.w * unity_WorldTransformParams.w; o.bitangentWS.xyz = cross(o.normalWS, o.tangentWS) * tangentSign; return o; }
half4 frag(v2f i) : SV_Target { half4 c;
half3 normalWS = normalize(i.normalWS.xyz);
#if _NORMALTEXENABLE_ON half3 normalMap = UnpackNormal(tex2D(_NormalTex, i.uv)); normalWS = mul(normalMap, half3x3(i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz)); #endif half3 normalVS = mul((float3x3)UNITY_MATRIX_V, normalWS); float2 normalUV = normalVS.xy * 0.5 + 0.5; half4 baseMap = tex2D(_BaseMap, normalUV); c = baseMap; return c; } ENDCG } } }
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