diff options
author | chai <chaifix@163.com> | 2020-10-11 20:00:58 +0800 |
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committer | chai <chaifix@163.com> | 2020-10-11 20:00:58 +0800 |
commit | 8b384dffa0d9c63c7a657c6e567c2ddefbf046cd (patch) | |
tree | 3f4d669b73b6622aa49627c4ccb3c78d51a82bde /Assets/Art/Shaders/UnityChan/CharaSkin.cginc | |
parent | cd3aee8d640f6abcc82802ca7abbcdfa031c20d3 (diff) |
+Saionji show off scene
Diffstat (limited to 'Assets/Art/Shaders/UnityChan/CharaSkin.cginc')
-rw-r--r-- | Assets/Art/Shaders/UnityChan/CharaSkin.cginc | 105 |
1 files changed, 105 insertions, 0 deletions
diff --git a/Assets/Art/Shaders/UnityChan/CharaSkin.cginc b/Assets/Art/Shaders/UnityChan/CharaSkin.cginc new file mode 100644 index 00000000..15fb97ab --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/CharaSkin.cginc @@ -0,0 +1,105 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' + +// Character skin shader +// Includes falloff shadow + +#define ENABLE_CAST_SHADOWS + +// Material parameters +float4 _Color; +float4 _ShadowColor; +float4 _LightColor0; +float4 _MainTex_ST; + +// Textures +sampler2D _MainTex; +sampler2D _FalloffSampler; +sampler2D _RimLightSampler; + +// Constants +#define FALLOFF_POWER 1.0 + +#ifdef ENABLE_CAST_SHADOWS + +// Structure from vertex shader to fragment shader +struct v2f +{ + float4 pos : SV_POSITION; + LIGHTING_COORDS( 0, 1 ) + float3 normal : TEXCOORD2; + float2 uv : TEXCOORD3; + float3 eyeDir : TEXCOORD4; + float3 lightDir : TEXCOORD5; +}; + +#else + +// Structure from vertex shader to fragment shader +struct v2f +{ + float4 pos : SV_POSITION; + float3 normal : TEXCOORD0; + float2 uv : TEXCOORD1; + float3 eyeDir : TEXCOORD2; + float3 lightDir : TEXCOORD3; +}; + +#endif + +// Float types +#define float_t half +#define float2_t half2 +#define float3_t half3 +#define float4_t half4 + +// Vertex shader +v2f vert( appdata_base v ) +{ + v2f o; + o.pos = UnityObjectToClipPos( v.vertex ); + o.uv = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); + o.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz ); + + // Eye direction vector + float4_t worldPos = mul( unity_ObjectToWorld, v.vertex ); + o.eyeDir = normalize( _WorldSpaceCameraPos - worldPos ); + + o.lightDir = WorldSpaceLightDir( v.vertex ); + +#ifdef ENABLE_CAST_SHADOWS + TRANSFER_VERTEX_TO_FRAGMENT( o ); +#endif + + return o; +} + +// Fragment shader +float4 frag( v2f i ) : COLOR +{ + float4_t diffSamplerColor = tex2D( _MainTex, i.uv ); + + // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient + float_t normalDotEye = dot( i.normal, i.eyeDir ); + float_t falloffU = clamp( 1 - abs( normalDotEye ), 0.02, 0.98 ); + float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) ); + float3_t combinedColor = lerp( diffSamplerColor.rgb, falloffSamplerColor.rgb * diffSamplerColor.rgb, falloffSamplerColor.a ); + + // Rimlight + float_t rimlightDot = saturate( 0.5 * ( dot( i.normal, i.lightDir ) + 1.0 ) ); + falloffU = saturate( rimlightDot * falloffU ); + //falloffU = saturate( ( rimlightDot * falloffU - 0.5 ) * 32.0 ); + falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r; + float3_t lightColor = diffSamplerColor.rgb * 0.5; // * 2.0; + combinedColor += falloffU * lightColor; + +#ifdef ENABLE_CAST_SHADOWS + // Cast shadows + float3_t shadowColor = _ShadowColor.rgb * combinedColor; + float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 ); + combinedColor = lerp( shadowColor, combinedColor, attenuation ); +#endif + + return float4_t( combinedColor, diffSamplerColor.a ) * _Color * _LightColor0; +} |