meteorgame/Assets/UnityChan/Art/UnityChanShader/Shader/CharaMain.cg

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2021-03-18 15:56:10 +00:00
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// 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
#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
// Float types
#define float_t half
#define float2_t half2
#define float3_t half3
#define float4_t half4
#define float3x3_t half3x3
// 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
half4 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 = normalize( tex2D( _NormalMapSampler, input.uv ).xyz * 2.0 - 1.0 );
float3x3_t localToWorldTranspose = float3x3_t(
input.tangent,
input.binormal,
input.normal
);
normalVec = normalize( mul( normalVec, localToWorldTranspose ) );
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 );
}