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