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/CharaSkin.cginc | |
parent | 8cd16fb71177bb61a9475284d944bc6aba30740e (diff) |
+misc
Diffstat (limited to 'Assets/Art/Shaders/UnityChan/CharaSkin.cginc')
-rw-r--r-- | Assets/Art/Shaders/UnityChan/CharaSkin.cginc | 202 |
1 files changed, 101 insertions, 101 deletions
diff --git a/Assets/Art/Shaders/UnityChan/CharaSkin.cginc b/Assets/Art/Shaders/UnityChan/CharaSkin.cginc index 15fb97ab..1f6d45be 100644 --- a/Assets/Art/Shaders/UnityChan/CharaSkin.cginc +++ b/Assets/Art/Shaders/UnityChan/CharaSkin.cginc @@ -2,104 +2,104 @@ // 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; -} +// 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;
+}
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