1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319
| Shader "HHF/Tutorial/Translucent" { Properties { _BaseColor("Base Color",color) = (1,1,1,1) _BaseMap("BaseMap", 2D) = "white" {} _Specular("Specular",float) = 1 _Shininess("Shininess",float) = 1 [Header(Translucent)] _ThicknessMap("ThicknessMap",2D) = "white"{} _Thickness("Thickness",range(0,1)) = 0.5 _NormalDistortion("Normal Distortion",range(0,1)) = 0.5 _Attenuation("Attenuation",float) = 0 _Strength("Strength",float) = 1 } 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 #pragma multi_compile _ _ADDITIONAL_LIGHTS #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"
struct appdata { float4 positionOS : POSITION; float2 uv : TEXCOORD0; float3 normalOS : NORMAL; };
struct v2f { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; float3 normalWS : TEXCOORD1; float3 viewWS : TEXCOORD2; float3 positionWS : TEXCOORD3; };
CBUFFER_START(UnityPerMaterial) half4 _BaseColor; float4 _BaseMap_ST; half _Specular,_Shininess; half _NormalDistortion,_Attenuation,_Strength,_Thickness; CBUFFER_END TEXTURE2D (_BaseMap);SAMPLER(sampler_BaseMap); TEXTURE2D (_ThicknessMap);SAMPLER(sampler_ThicknessMap);
half3 LightingTranslucent(float3 lightDir, float3 viewDir, half3 normalWS, half3 color, half thickness) { half3 L = lightDir; half3 V = viewDir; half3 N = normalWS; half3 H = L + N * _NormalDistortion; half _LdotV = dot(-H,V); half3 I = pow(saturate(_LdotV), _Attenuation) * _Strength; I *= thickness; I *= color; return I; } v2f vert(appdata v) { v2f o = (v2f)0;
o.positionCS = TransformObjectToHClip(v.positionOS.xyz); o.uv = TRANSFORM_TEX(v.uv, _BaseMap); o.normalWS = TransformObjectToWorldNormal(v.normalOS); o.positionWS = TransformObjectToWorld(v.positionOS.xyz); o.viewWS = normalize(_WorldSpaceCameraPos - o.positionWS);
return o; }
half4 frag(v2f i) : SV_Target { half4 c = 0; half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv); c = baseMap * _BaseColor;
float3 N = normalize(i.normalWS); Light mainLight = GetMainLight(); float3 L = mainLight.direction; float3 V = i.viewWS; float3 H = normalize(L + V); half diffuse = max(0.3,dot(N,L)); c *= diffuse;
half NdotH = saturate(dot(N,H)); half specular = _Specular * pow(NdotH, _Shininess); c += specular;
half thicknessMap = 1 - SAMPLE_TEXTURE2D(_ThicknessMap, sampler_ThicknessMap, i.uv).r; half thickness = lerp(1,thicknessMap,_Thickness);
c.rgb += LightingTranslucent(L, i.viewWS,N, mainLight.color, thickness);
#ifdef _ADDITIONAL_LIGHTS uint pixelLightCount = GetAdditionalLightsCount(); for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex) { Light light = GetAdditionalLight(lightIndex, i.positionWS); half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation); c.rgb += LightingTranslucent(light.direction,i.viewWS,N,light.color,thickness) * attenuatedLightColor; } #endif
return c; } ENDHLSL } }
SubShader { Pass { Tags { "Queue"="Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" "LightMode" = "ForwardBase"} CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase
#include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc"
struct appdata { float4 positionOS : POSITION; float2 uv : TEXCOORD0; float3 normalOS : NORMAL; };
struct v2f { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; float3 normalWS : TEXCOORD1; float3 viewWS : TEXCOORD2; float3 positionWS : TEXCOORD3; };
half4 _BaseColor; sampler2D _BaseMap;float4 _BaseMap_ST; half _Specular,_Shininess; half _NormalDistortion,_Attenuation,_Strength,_Thickness; sampler2D _ThicknessMap;float4 _ThicknessMap_ST;
half3 LightingTranslucent(float3 lightDir, float3 viewDir, half3 normalWS, half3 color, half thickness) { half3 L = lightDir; half3 V = viewDir; half3 N = normalWS; half3 H = L + N * _NormalDistortion; half _LdotV = dot(-H,V); half3 I = pow(saturate(_LdotV),_Attenuation) * _Strength; I *= thickness; I *= color; return I; } v2f vert(appdata v) { v2f o = (v2f)0;
o.positionCS = UnityObjectToClipPos(v.positionOS); o.uv = TRANSFORM_TEX(v.uv, _BaseMap); o.normalWS = UnityObjectToWorldNormal(v.normalOS); o.positionWS = mul(unity_ObjectToWorld, v.positionOS); o.viewWS = normalize(_WorldSpaceCameraPos - o.positionWS);
return o; }
half4 frag(v2f i) : SV_Target { half4 c = 0; half4 baseMap = tex2D(_BaseMap, i.uv); c = baseMap * _BaseColor;
float3 N = normalize(i.normalWS); float3 L = _WorldSpaceLightPos0; float3 V = i.viewWS; float3 H = normalize(L + V); half diffuse = max(0.3,dot(N,L)); c *= diffuse;
half NdotH = saturate(dot(N,H)); half specular = _Specular * pow(NdotH, _Shininess); c += specular;
half thicknessMap = 1 - tex2D(_ThicknessMap, i.uv).r; half thickness = lerp(1,thicknessMap,_Thickness);
c.rgb += LightingTranslucent(L, i.viewWS,N, _LightColor0, thickness); return c; } ENDCG } Pass { Tags { "Queue"="Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" "LightMode" = "ForwardAdd"} Blend One One
CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdadd #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; half3 normal:NORMAL; };
struct v2f { float2 uv : TEXCOORD0; float4 positionCS : SV_POSITION; half3 normalWS:TEXCOORD1; float3 positionWS:TEXCOORD2; float3 viewWS : TEXCOORD3; };
half _NormalDistortion,_Attenuation,_Strength,_Thickness; sampler2D _ThicknessMap;float4 _ThicknessMap_ST;
half3 LightingTranslucent(float3 lightDir, float3 viewDir, half3 normalWS, half3 color, half thickness) { half3 L = lightDir; half3 V = viewDir; half3 N = normalWS; half3 H = L + N * _NormalDistortion; half _LdotV = dot(-H,V); half3 I = pow(saturate(_LdotV),_Attenuation) * _Strength; I *= thickness; I *= color; return I; }
v2f vert (appdata v) { v2f o; o.positionCS = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.normalWS = UnityObjectToWorldNormal(v.normal); o.positionWS = mul(unity_ObjectToWorld,v.vertex); o.viewWS = normalize(_WorldSpaceCameraPos - o.positionWS); return o; }
fixed4 frag (v2f i) : SV_Target { half4 c = 0; UNITY_LIGHT_ATTENUATION(atten, 0, i.positionWS)
half thicknessMap = 1 - tex2D(_ThicknessMap, i.uv).r; half thickness = lerp(1, thicknessMap, _Thickness);
fixed3 N = normalize(i.normalWS); c.rgb += LightingTranslucent(_WorldSpaceLightPos0, i.viewWS,N,_LightColor0 * atten, thickness) ; return c; }
ENDCG } } }
|