Shader "PXR/PICO4" { Properties { [NoScaleOffset]_MainTex ("Texture", 2D) = "white" {} _DiffuseColor("DiffuseColor",Color) = (1,1,1,1) [HDR]_FresnelCol("FresnelColor",Color) =(1,1,1,1) _FresnelPower("FresnelPower",Range(0,99))=1 } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry" "IgnoreProjector"="True" "RenderPipeline" = "UniversalPipeline" } LOD 100 ZWrite On ZTest On Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal:NORMAL; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float3 nDir:TEXCOORD1; float3 wsPos:TEXCOORD2; }; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _FresnelCol; uniform float _FresnelPower; uniform float4 _DiffuseColor; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.nDir = UnityObjectToWorldNormal(v.normal); o.wsPos = mul(unity_ObjectToWorld, v.vertex).xyz; return o; } fixed4 frag(v2f i) : SV_Target { float3 vDir = normalize(_WorldSpaceCameraPos.xyz - i.wsPos); float fresnelRate = 1 - saturate(dot(i.nDir, vDir)); float3 fresnelCol = pow(fresnelRate, _FresnelPower) * _FresnelCol; //非菲尼尔区域的颜色 fixed4 col = tex2D(_MainTex, i.uv); col.rgb *= (1 - fresnelCol) * _DiffuseColor; col.rgb += fresnelCol; return col; } ENDCG } } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry" "IgnoreProjector"="True" } LOD 100 ZWrite On ZTest On Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal:NORMAL; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float3 nDir:TEXCOORD1; float3 wsPos:TEXCOORD2; }; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _FresnelCol; uniform float _FresnelPower; uniform float4 _DiffuseColor; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.nDir = UnityObjectToWorldNormal(v.normal); o.wsPos = mul(unity_ObjectToWorld, v.vertex).xyz; return o; } fixed4 frag(v2f i) : SV_Target { float3 vDir = normalize(_WorldSpaceCameraPos.xyz - i.wsPos); float fresnelRate = 1 - saturate(dot(i.nDir, vDir)); float3 fresnelCol = pow(fresnelRate, _FresnelPower) * _FresnelCol; //非菲尼尔区域的颜色 fixed4 col = tex2D(_MainTex, i.uv); col.rgb *= (1 - fresnelCol) * _DiffuseColor; col.rgb += fresnelCol; return col; } ENDCG } } }