diff options
author | chai <chaifix@163.com> | 2020-10-13 10:33:05 +0800 |
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committer | chai <chaifix@163.com> | 2020-10-13 10:33:05 +0800 |
commit | fc6de82e75310b4c007d80753a5f58e6692f4855 (patch) | |
tree | e6d8d9226595a6727d43f18a218f53533101a4e0 /Assets/Art/Shaders/UnityChan/CharaMain.cginc | |
parent | 8cd16fb71177bb61a9475284d944bc6aba30740e (diff) |
+misc
Diffstat (limited to 'Assets/Art/Shaders/UnityChan/CharaMain.cginc')
-rw-r--r-- | Assets/Art/Shaders/UnityChan/CharaMain.cginc | 366 |
1 files changed, 183 insertions, 183 deletions
diff --git a/Assets/Art/Shaders/UnityChan/CharaMain.cginc b/Assets/Art/Shaders/UnityChan/CharaMain.cginc index f7b5fba1..fcb5530f 100644 --- a/Assets/Art/Shaders/UnityChan/CharaMain.cginc +++ b/Assets/Art/Shaders/UnityChan/CharaMain.cginc @@ -2,186 +2,186 @@ // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' -// Character shader -// Includes falloff shadow and highlight, specular, reflection, and normal mapping - -#define ENABLE_CAST_SHADOWS - -// Material parameters -float4 _Color; -float4 _ShadowColor; -float4 _LightColor0; -float _SpecularPower; - -float4 _MainTex_ST; - -// Textures -sampler2D _MainTex; -sampler2D _FalloffSampler; -sampler2D _RimLightSampler; -sampler2D _SpecularReflectionSampler; -sampler2D _EnvMapSampler; -sampler2D _NormalMapSampler; - -// Constants -#define FALLOFF_POWER 0.3 - -// Float types -#define float_t half -#define float2_t half2 -#define float3_t half3 -#define float4_t half4 -#define float3x3_t half3x3 - -#ifdef ENABLE_CAST_SHADOWS - -// Structure from vertex shader to fragment shader -struct v2f -{ - float4 pos : SV_POSITION; - LIGHTING_COORDS( 0, 1 ) - float2 uv : TEXCOORD2; - float3 eyeDir : TEXCOORD3; - float3 lightDir : TEXCOORD4; - float3 normal : TEXCOORD5; - #ifdef ENABLE_NORMAL_MAP - float3 tangent : TEXCOORD6; - float3 binormal : TEXCOORD7; - #endif -}; - -#else - -// Structure from vertex shader to fragment shader -struct v2f -{ - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float3 eyeDir : TEXCOORD1; - float3 lightDir : TEXCOORD2; - float3 normal : TEXCOORD3; - #ifdef ENABLE_NORMAL_MAP - float3 tangent : TEXCOORD4; - float3 binormal : TEXCOORD5; - #endif -}; - -#endif - -// Vertex shader -v2f vert( appdata_tan v ) -{ - v2f o; - o.pos = UnityObjectToClipPos( v.vertex ); - o.uv.xy = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); - o.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz ); - - // Eye direction vector - float4 worldPos = mul( unity_ObjectToWorld, v.vertex ); - o.eyeDir.xyz = normalize( _WorldSpaceCameraPos.xyz - worldPos.xyz ).xyz; - o.lightDir = WorldSpaceLightDir( v.vertex ); - - #ifdef ENABLE_NORMAL_MAP - // Binormal and tangent (for normal map) - o.tangent = normalize( mul( unity_ObjectToWorld, float4_t( v.tangent.xyz, 0 ) ).xyz ); - o.binormal = normalize( cross( o.normal, o.tangent ) * v.tangent.w ); - #endif - - #ifdef ENABLE_CAST_SHADOWS - TRANSFER_VERTEX_TO_FRAGMENT( o ); - #endif - - return o; -} - -// Overlay blend -inline float3_t GetOverlayColor( float3_t inUpper, float3_t inLower ) -{ - float3_t oneMinusLower = float3_t( 1.0, 1.0, 1.0 ) - inLower; - float3_t valUnit = 2.0 * oneMinusLower; - float3_t minValue = 2.0 * inLower - float3_t( 1.0, 1.0, 1.0 ); - float3_t greaterResult = inUpper * valUnit + minValue; - - float3_t lowerResult = 2.0 * inLower * inUpper; - - half3 lerpVals = round(inLower); - return lerp(lowerResult, greaterResult, lerpVals); -} - -#ifdef ENABLE_NORMAL_MAP - - // Compute normal from normal map - inline float3_t GetNormalFromMap( v2f input ) - { - float3_t normalVec = tex2D( _NormalMapSampler, input.uv ).xyz * 2 - 1; - - // Fix for Metal graphics API - float3_t xBasis = float3_t( input.tangent.x, input.binormal.x, input.normal.x ); - float3_t yBasis = float3_t( input.tangent.y, input.binormal.y, input.normal.y ); - float3_t zBasis = float3_t( input.tangent.z, input.binormal.z, input.normal.z ); - - normalVec = float3_t( - dot( normalVec, xBasis ), - dot( normalVec, yBasis ), - dot( normalVec, zBasis ) - ); - normalVec = normalize( normalVec ); - - return normalVec; - } - -#endif - -// Fragment shader -float4 frag( v2f i ) : COLOR -{ - float4_t diffSamplerColor = tex2D( _MainTex, i.uv.xy ); - - #ifdef ENABLE_NORMAL_MAP - float3_t normalVec = GetNormalFromMap( i ); - #else - float3_t normalVec = i.normal; - #endif - - // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient - float_t normalDotEye = dot( normalVec, i.eyeDir.xyz ); - float_t falloffU = clamp( 1.0 - abs( normalDotEye ), 0.02, 0.98 ); - float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) ); - float3_t shadowColor = diffSamplerColor.rgb * diffSamplerColor.rgb; - float3_t combinedColor = lerp( diffSamplerColor.rgb, shadowColor, falloffSamplerColor.r ); - combinedColor *= ( 1.0 + falloffSamplerColor.rgb * falloffSamplerColor.a ); - - // Specular - // Use the eye vector as the light vector - float4_t reflectionMaskColor = tex2D( _SpecularReflectionSampler, i.uv.xy ); - float_t specularDot = dot( normalVec, i.eyeDir.xyz ); - float4_t lighting = lit( normalDotEye, specularDot, _SpecularPower ); - float3_t specularColor = saturate( lighting.z ) * reflectionMaskColor.rgb * diffSamplerColor.rgb; - combinedColor += specularColor; - - // Reflection - float3_t reflectVector = reflect( -i.eyeDir.xyz, normalVec ).xzy; - float2_t sphereMapCoords = 0.5 * ( float2_t( 1.0, 1.0 ) + reflectVector.xy ); - float3_t reflectColor = tex2D( _EnvMapSampler, sphereMapCoords ).rgb; - reflectColor = GetOverlayColor( reflectColor, combinedColor ); - - combinedColor = lerp( combinedColor, reflectColor, reflectionMaskColor.a ); - combinedColor *= _Color.rgb * _LightColor0.rgb; - float opacity = diffSamplerColor.a * _Color.a * _LightColor0.a; - - #ifdef ENABLE_CAST_SHADOWS - // Cast shadows - shadowColor = _ShadowColor.rgb * combinedColor; - float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 ); - combinedColor = lerp( shadowColor, combinedColor, attenuation ); - #endif - - // Rimlight - float_t rimlightDot = saturate( 0.5 * ( dot( normalVec, i.lightDir ) + 1.0 ) ); - falloffU = saturate( rimlightDot * falloffU ); - falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r; - float3_t lightColor = diffSamplerColor.rgb; // * 2.0; - combinedColor += falloffU * lightColor; - - return float4( combinedColor, opacity ); -} +// Character shader
+// Includes falloff shadow and highlight, specular, reflection, and normal mapping
+
+#define ENABLE_CAST_SHADOWS
+
+// Material parameters
+float4 _Color;
+float4 _ShadowColor;
+float4 _LightColor0;
+float _SpecularPower;
+
+float4 _MainTex_ST;
+
+// Textures
+sampler2D _MainTex;
+sampler2D _FalloffSampler;
+sampler2D _RimLightSampler;
+sampler2D _SpecularReflectionSampler;
+sampler2D _EnvMapSampler;
+sampler2D _NormalMapSampler;
+
+// Constants
+#define FALLOFF_POWER 0.3
+
+// Float types
+#define float_t half
+#define float2_t half2
+#define float3_t half3
+#define float4_t half4
+#define float3x3_t half3x3
+
+#ifdef ENABLE_CAST_SHADOWS
+
+// Structure from vertex shader to fragment shader
+struct v2f
+{
+ float4 pos : SV_POSITION;
+ LIGHTING_COORDS( 0, 1 )
+ float2 uv : TEXCOORD2;
+ float3 eyeDir : TEXCOORD3;
+ float3 lightDir : TEXCOORD4;
+ float3 normal : TEXCOORD5;
+ #ifdef ENABLE_NORMAL_MAP
+ float3 tangent : TEXCOORD6;
+ float3 binormal : TEXCOORD7;
+ #endif
+};
+
+#else
+
+// Structure from vertex shader to fragment shader
+struct v2f
+{
+ float4 pos : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ float3 eyeDir : TEXCOORD1;
+ float3 lightDir : TEXCOORD2;
+ float3 normal : TEXCOORD3;
+ #ifdef ENABLE_NORMAL_MAP
+ float3 tangent : TEXCOORD4;
+ float3 binormal : TEXCOORD5;
+ #endif
+};
+
+#endif
+
+// Vertex shader
+v2f vert( appdata_tan v )
+{
+ v2f o;
+ o.pos = UnityObjectToClipPos( v.vertex );
+ o.uv.xy = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
+ o.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz );
+
+ // Eye direction vector
+ float4 worldPos = mul( unity_ObjectToWorld, v.vertex );
+ o.eyeDir.xyz = normalize( _WorldSpaceCameraPos.xyz - worldPos.xyz ).xyz;
+ o.lightDir = WorldSpaceLightDir( v.vertex );
+
+ #ifdef ENABLE_NORMAL_MAP
+ // Binormal and tangent (for normal map)
+ o.tangent = normalize( mul( unity_ObjectToWorld, float4_t( v.tangent.xyz, 0 ) ).xyz );
+ o.binormal = normalize( cross( o.normal, o.tangent ) * v.tangent.w );
+ #endif
+
+ #ifdef ENABLE_CAST_SHADOWS
+ TRANSFER_VERTEX_TO_FRAGMENT( o );
+ #endif
+
+ return o;
+}
+
+// Overlay blend
+inline float3_t GetOverlayColor( float3_t inUpper, float3_t inLower )
+{
+ float3_t oneMinusLower = float3_t( 1.0, 1.0, 1.0 ) - inLower;
+ float3_t valUnit = 2.0 * oneMinusLower;
+ float3_t minValue = 2.0 * inLower - float3_t( 1.0, 1.0, 1.0 );
+ float3_t greaterResult = inUpper * valUnit + minValue;
+
+ float3_t lowerResult = 2.0 * inLower * inUpper;
+
+ half3 lerpVals = round(inLower);
+ return lerp(lowerResult, greaterResult, lerpVals);
+}
+
+#ifdef ENABLE_NORMAL_MAP
+
+ // Compute normal from normal map
+ inline float3_t GetNormalFromMap( v2f input )
+ {
+ float3_t normalVec = tex2D( _NormalMapSampler, input.uv ).xyz * 2 - 1;
+
+ // Fix for Metal graphics API
+ float3_t xBasis = float3_t( input.tangent.x, input.binormal.x, input.normal.x );
+ float3_t yBasis = float3_t( input.tangent.y, input.binormal.y, input.normal.y );
+ float3_t zBasis = float3_t( input.tangent.z, input.binormal.z, input.normal.z );
+
+ normalVec = float3_t(
+ dot( normalVec, xBasis ),
+ dot( normalVec, yBasis ),
+ dot( normalVec, zBasis )
+ );
+ normalVec = normalize( normalVec );
+
+ return normalVec;
+ }
+
+#endif
+
+// Fragment shader
+float4 frag( v2f i ) : COLOR
+{
+ float4_t diffSamplerColor = tex2D( _MainTex, i.uv.xy );
+
+ #ifdef ENABLE_NORMAL_MAP
+ float3_t normalVec = GetNormalFromMap( i );
+ #else
+ float3_t normalVec = i.normal;
+ #endif
+
+ // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient
+ float_t normalDotEye = dot( normalVec, i.eyeDir.xyz );
+ float_t falloffU = clamp( 1.0 - abs( normalDotEye ), 0.02, 0.98 );
+ float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) );
+ float3_t shadowColor = diffSamplerColor.rgb * diffSamplerColor.rgb;
+ float3_t combinedColor = lerp( diffSamplerColor.rgb, shadowColor, falloffSamplerColor.r );
+ combinedColor *= ( 1.0 + falloffSamplerColor.rgb * falloffSamplerColor.a );
+
+ // Specular
+ // Use the eye vector as the light vector
+ float4_t reflectionMaskColor = tex2D( _SpecularReflectionSampler, i.uv.xy );
+ float_t specularDot = dot( normalVec, i.eyeDir.xyz );
+ float4_t lighting = lit( normalDotEye, specularDot, _SpecularPower );
+ float3_t specularColor = saturate( lighting.z ) * reflectionMaskColor.rgb * diffSamplerColor.rgb;
+ combinedColor += specularColor;
+
+ // Reflection
+ float3_t reflectVector = reflect( -i.eyeDir.xyz, normalVec ).xzy;
+ float2_t sphereMapCoords = 0.5 * ( float2_t( 1.0, 1.0 ) + reflectVector.xy );
+ float3_t reflectColor = tex2D( _EnvMapSampler, sphereMapCoords ).rgb;
+ reflectColor = GetOverlayColor( reflectColor, combinedColor );
+
+ combinedColor = lerp( combinedColor, reflectColor, reflectionMaskColor.a );
+ combinedColor *= _Color.rgb * _LightColor0.rgb;
+ float opacity = diffSamplerColor.a * _Color.a * _LightColor0.a;
+
+ #ifdef ENABLE_CAST_SHADOWS
+ // Cast shadows
+ shadowColor = _ShadowColor.rgb * combinedColor;
+ float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 );
+ combinedColor = lerp( shadowColor, combinedColor, attenuation );
+ #endif
+
+ // Rimlight
+ float_t rimlightDot = saturate( 0.5 * ( dot( normalVec, i.lightDir ) + 1.0 ) );
+ falloffU = saturate( rimlightDot * falloffU );
+ falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r;
+ float3_t lightColor = diffSamplerColor.rgb; // * 2.0;
+ combinedColor += falloffU * lightColor;
+
+ return float4( combinedColor, opacity );
+}
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