童谣 NPR渲染
演示视频链接
https://www.bilibili.com/video/av68650714
大致想法
镰刀身体部分:
描边 + Ramp多阶色 + 高光 + 边缘光 + 菲涅尔反射 + HSV调节
镰刀刃部:
扰动 + Emission + 金属 + Gloss + 菲涅尔反射
Ramp
分阶色Shader代码
// multi steps
float diff = smoothstep(_RampThreshold - ndl, _RampThreshold + ndl, ndl);
float interval = 1 / _ToonSteps;
// float ramp = floor(diff * _ToonSteps) / _ToonSteps;
float level = round(diff * _ToonSteps) / _ToonSteps;
float ramp ;
if (_RampSmooth == 1)
{
ramp = interval * linearstep(level - _RampSmooth * interval * 0.5, level + _RampSmooth * interval * 0.5, diff) + level - interval;
}
else
{
ramp = interval * smoothstep(level - _RampSmooth * interval * 0.5, level + _RampSmooth * interval * 0.5, diff) + level - interval;
}
ramp = max(0, ramp);
ramp *= atten;
_SColor = lerp(_HColor, _SColor, _SColor.a);
float3 rampColor = lerp(_SColor.rgb, _HColor.rgb, ramp);
高光效果
高光Shader代码
// specular
float spec = pow(ndh, s.Specular * 128.0) * s.Gloss;
spec *= atten;
spec = smoothstep(0.5 - _SpecSmooth * 0.5, 0.5 + _SpecSmooth * 0.5, spec);
边缘光效果
边缘光Shader代码
float rim = (1.0 - ndv) * ndl;
rim *= atten;
rim = smoothstep(_RimThreshold - _RimSmooth * 0.5, _RimThreshold + _RimSmooth * 0.5, rim);
fixed4 color;
fixed3 diffuse = s.Albedo * rampColor *(ndv + 1.5);
fixed3 specular = _SpecColor.rgb * spec;
fixed3 rimColor = _RimColor.rgb * _RimColor.a * rim;
镰刀刃部
Shader代码
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float4 _Normal_var = tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal));
float3 normalLocal = _Normal_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
float Pi = 3.141592654;
float InvPi = 0.31830988618;
///////// Gloss:
float gloss = _Gloss;
float perceptualRoughness = 1.0 - _Gloss;
float roughness = perceptualRoughness * perceptualRoughness;
float specPow = exp2( gloss * 10.0 + 1.0 );
/////// GI Data:
UnityLight light;
#ifdef LIGHTMAP_OFF
light.color = lightColor;
light.dir = lightDirection;
light.ndotl = LambertTerm (normalDirection, light.dir);
#else
light.color = half3(0.f, 0.f, 0.f);
light.ndotl = 0.0f;
light.dir = half3(0.f, 0.f, 0.f);
#endif
UnityGIInput d;
d.light = light;
d.worldPos = i.posWorld.xyz;
d.worldViewDir = viewDirection;
d.atten = attenuation;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
d.ambient = 0;
d.lightmapUV = i.ambientOrLightmapUV;
#else
d.ambient = i.ambientOrLightmapUV;
#endif
#if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
d.boxMin[0] = unity_SpecCube0_BoxMin;
d.boxMin[1] = unity_SpecCube1_BoxMin;
#endif
#if UNITY_SPECCUBE_BOX_PROJECTION
d.boxMax[0] = unity_SpecCube0_BoxMax;
d.boxMax[1] = unity_SpecCube1_BoxMax;
d.probePosition[0] = unity_SpecCube0_ProbePosition;
d.probePosition[1] = unity_SpecCube1_ProbePosition;
#endif
d.probeHDR[0] = unity_SpecCube0_HDR;
d.probeHDR[1] = unity_SpecCube1_HDR;
Unity_GlossyEnvironmentData ugls_en_data;
ugls_en_data.roughness = 1.0 - gloss;
ugls_en_data.reflUVW = viewReflectDirection;
UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
lightDirection = gi.light.dir;
lightColor = gi.light.color;
////// Specular:
float NdotL = saturate(dot( normalDirection, lightDirection ));
float LdotH = saturate(dot(lightDirection, halfDirection));
float3 specularColor = _Metallic;
float specularMonochrome;
float4 node_3538 = _Time;
float2 node_6877 = (i.uv0+(_Speed*node_3538.g)*float2(1,1));
float4 _MeltTex_var = tex2D(_MeltTex,TRANSFORM_TEX(node_6877, _MeltTex));
float2 node_8337 = lerp(i.uv0,(float3(i.uv0,0.0)*_MeltTex_var.rgb*2.0).rg,_Intensity);
float4 node_4378 = tex2D(_MainTex,TRANSFORM_TEX(node_8337, _MainTex));
float3 node_5719 = (_MianColor.rgb*node_4378.rgb);
float3 diffuseColor = ((_FresnelColor.rgb*pow(1.0-max(0,dot(normalDirection, viewDirection)),_FresnelScale))+(node_5719+node_5719)); // Need this for specular when using metallic
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
specularMonochrome = 1.0-specularMonochrome;
float NdotV = abs(dot( normalDirection, viewDirection ));
float NdotH = saturate(dot( normalDirection, halfDirection ));
float VdotH = saturate(dot( viewDirection, halfDirection ));
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
float normTerm = GGXTerm(NdotH, roughness);
float specularPBL = (visTerm*normTerm) * UNITY_PI;
#ifdef UNITY_COLORSPACE_GAMMA
specularPBL = sqrt(max(1e-4h, specularPBL));
#endif
specularPBL = max(0, specularPBL * NdotL);
#if defined(_SPECULARHIGHLIGHTS_OFF)
specularPBL = 0.0;
#endif
half surfaceReduction;
#ifdef UNITY_COLORSPACE_GAMMA
surfaceReduction = 1.0-0.28*roughness*perceptualRoughness;
#else
surfaceReduction = 1.0/(roughness*roughness + 1.0);
#endif
specularPBL *= any(specularColor) ? 1.0 : 0.0;
float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
half grazingTerm = saturate( gloss + specularMonochrome );
float3 indirectSpecular = (gi.indirect.specular);
indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
indirectSpecular *= surfaceReduction;
float3 specular = (directSpecular + indirectSpecular);
/////// Diffuse:
NdotL = max(0.0,dot( normalDirection, lightDirection ));
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
float nlPow5 = Pow5(1-NdotL);
float nvPow5 = Pow5(1-NdotV);
float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += gi.indirect.diffuse;
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
////// Emissive:
float node_5997 = (node_4378.b*_Emission);
float3 emissive = float3(node_5997,node_5997,node_5997);
/// Final Color:
float3 finalColor = diffuse + specular + emissive;
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
效果截图
截图一
截图二
完整代码
镰刀身体部分
Shader "Toon"
{
Properties
{
// Colors
_Color ("Color", Color) = (1, 1, 1, 1)
_HColor ("Highlight Color", Color) = (0.8, 0.8, 0.8, 1.0)
_SColor ("Shadow Color", Color) = (0.2, 0.2, 0.2, 1.0)
// texture
_MainTex ("Main Texture", 2D) = "white" { }
// ramp
_ToonSteps ("Steps of Toon", range(1, 9)) = 2
_RampThreshold ("Ramp Threshold", Range(0.1, 1)) = 0.5
_RampSmooth ("Ramp Smooth", Range(0, 1)) = 0.1
// specular
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
_SpecSmooth ("Specular Smooth", Range(0, 1)) = 0.1
_Shininess ("Shininess", Range(0.001, 10)) = 0.2
// rim light
[HDR]_RimColor ("Rim Color", Color) = (1,1,1,1)
_RimThreshold ("Rim Threshold", Range(0, 1)) = 0.5
_RimSmooth ("Rim Smooth", Range(0, 1)) = 0.289
_Outline ("Outline", Range(0, 1)) = 0.002
_OutColor ("Outline Color", Color) = (0, 0, 0, 1)
_Factor("Factor",range(0,1)) = 0.5
//rgb to hsv
_HueOffset("Hue Offset", Range(0,1)) = 0
_SaturationOffset("Hue Offset", Range(-1,1)) = 0.3
_ValueOffset("Hue Offset", Range(-1,1)) = 0.15
_BloomFactor("_BloomFactor", Range(0.0, 0.9)) = 0
[HDR]_FresnealColor("FresnealColor",Color) = (1,0.4191,0.6715,1)
_FresnealScale("FresnealScale",Range(0,10)) = 1.88
}
SubShader
{
Tags { "RenderType" = "Opaque" }
Pass {
NAME "OUTLINE"
Tags{ "LightMode" = "Always" }
Cull Front
ZWrite On
CGPROGRAM
#pragma multi_compile_fog
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Outline;
fixed4 _OutColor;
float _Factor;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
UNITY_FOG_COORDS(0)
};
v2f vert (a2v v) {
v2f o;
float3 dir = normalize(v.vertex.xyz);
float3 dir2 = v.normal;
float D = dot(dir,dir2);
dir = dir * sign(D);
dir = dir * _Factor + dir2 * (1 - _Factor);
v.vertex.xyz += dir * _Outline;
o.pos = UnityObjectToClipPos(v.vertex);
UNITY_TRANSFER_FOG(o, o.pos);
return o;
}
float4 frag(v2f i) : SV_Target {
float4 c = _OutColor;
UNITY_APPLY_FOG(i.fogCoord, c);
return c;
}
ENDCG
}
CGPROGRAM
#pragma surface surf Toon addshadow fullforwardshadows exclude_path:deferred exclude_path:prepass
#pragma surface surf Standard fullforwardshadows keepalpha
#pragma target 3.0
fixed4 _Color;
fixed4 _HColor;
fixed4 _SColor;
sampler2D _MainTex;
float _RampThreshold;
float _RampSmooth;
float _ToonSteps;
float _SpecSmooth;
fixed _Shininess;
fixed4 _RimColor;
fixed _RimThreshold;
float _RimSmooth;
float _HueOffset;
float _SaturationOffset;
float _ValueOffset;
float _BloomFactor;
fixed4 _FresnealColor;
float _FresnealScale;
struct Input
{
float2 uv_MainTex;
float3 viewDir;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
return o;
}
float linearstep(float min, float max, float t)
{
return saturate((t - min) / (max - min));
}
inline fixed4 LightingToon(SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
{
half3 normalDir = normalize(s.Normal);
half3 halfDir = normalize(lightDir + viewDir);
float ndl = max(0, dot(normalDir, lightDir));
float ndh = max(0, dot(normalDir, halfDir));
float ndv = max(0, dot(normalDir, viewDir));
fixed3 Fresneal = pow(1.0 - max(0,dot(normalDir, viewDir)),_FresnealScale)*_FresnealColor.rgb;
fixed4 finalFresneal = fixed4(Fresneal,1);
// multi steps
float diff = smoothstep(_RampThreshold - ndl, _RampThreshold + ndl, ndl);
float interval = 1 / _ToonSteps;
// float ramp = floor(diff * _ToonSteps) / _ToonSteps;
float level = round(diff * _ToonSteps) / _ToonSteps;
float ramp ;
if (_RampSmooth == 1)
{
ramp = interval * linearstep(level - _RampSmooth * interval * 0.5, level + _RampSmooth * interval * 0.5, diff) + level - interval;
}
else
{
ramp = interval * smoothstep(level - _RampSmooth * interval * 0.5, level + _RampSmooth * interval * 0.5, diff) + level - interval;
}
ramp = max(0, ramp);
ramp *= atten;
_SColor = lerp(_HColor, _SColor, _SColor.a);
float3 rampColor = lerp(_SColor.rgb, _HColor.rgb, ramp);
// specular
float spec = pow(ndh, s.Specular * 128.0) * s.Gloss;
spec *= atten;
spec = smoothstep(0.5 - _SpecSmooth * 0.5, 0.5 + _SpecSmooth * 0.5, spec);
// rim
float rim = (1.0 - ndv) * ndl;
rim *= atten;
rim = smoothstep(_RimThreshold - _RimSmooth * 0.5, _RimThreshold + _RimSmooth * 0.5, rim);
fixed4 color;
fixed3 diffuse = s.Albedo * rampColor *(ndv + 1.5);
fixed3 specular = _SpecColor.rgb * spec;
fixed3 rimColor = _RimColor.rgb * _RimColor.a * rim;
float3 rgb = diffuse.rgb;
float4 k = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp(float4(rgb.bg, k.wz), float4(rgb.gb, k.xy), step(rgb.b, rgb.g));
// 比较r和max(b,g)
float4 q = lerp(float4(p.xyw, rgb.r), float4(rgb.r, p.yzx), step(p.x, rgb.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
float3 hsv = float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
hsv.x = hsv.x + _HueOffset;
hsv.y = hsv.y + _SaturationOffset;
hsv.z = hsv.z + _ValueOffset;
rgb = saturate(3.0*abs(1.0-2.0*frac(hsv.x+float3(0.0,-1.0/3.0,1.0/3.0)))-1); //明度和饱和度为1时的颜色
rgb = (lerp(float3(1,1,1),rgb,hsv.y)*hsv.z); // hsv
color.rgb = rgb + specular + rimColor;
color.a = s.Alpha;
fixed4 col;
col.rgb = color.rgb;
col.a = 1;
return col + finalFresneal;
}
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 mainTex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = mainTex.rgb * _Color.rgb;
o.Alpha = _BloomFactor;
o.Specular = _Shininess;
o.Gloss = mainTex.a;
}
ENDCG
}
FallBack "Diffuse"
}
镰刀刃部分
Shader "Shader Forge/WeaponShader" {
Properties {
_MainTex ("MainTex", 2D) = "white" {}
_Emission ("Emission", Range(0, 1)) = 0.6
_Metallic ("Metallic", Range(0, 1)) = 0.73
_Gloss ("Gloss", Range(0, 1)) = 0.69
_Normal ("Normal", 2D) = "black" {}
_Speed ("Speed", Range(0, 5)) = 0.4
_MeltTex ("MeltTex", 2D) = "black" {}
_Intensity ("Intensity", Range(0, 1)) = 0.2436957
[HDR]_MianColor ("MianColor", Color) = (0.2426471,0.8119676,1,1)
_FresnelScale ("FresnelScale", Range(0.01, 10)) = 4.188035
[HDR]_FresnelColor ("FresnelColor", Color) = (0.3676471,0.8430021,1,1)
}
SubShader {
Tags {
"RenderType"="Opaque"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float _Emission;
uniform float _Metallic;
uniform float _Gloss;
uniform sampler2D _Normal; uniform float4 _Normal_ST;
uniform float _Speed;
uniform sampler2D _MeltTex; uniform float4 _MeltTex_ST;
uniform float _Intensity;
uniform float4 _MianColor;
uniform float _FresnelScale;
uniform float4 _FresnelColor;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float3 tangentDir : TEXCOORD5;
float3 bitangentDir : TEXCOORD6;
LIGHTING_COORDS(7,8)
UNITY_FOG_COORDS(9)
#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
float4 ambientOrLightmapUV : TEXCOORD10;
#endif
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
#ifdef LIGHTMAP_ON
o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
o.ambientOrLightmapUV.zw = 0;
#elif UNITY_SHOULD_SAMPLE_SH
#endif
#ifdef DYNAMICLIGHTMAP_ON
o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos( v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float4 _Normal_var = tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal));
float3 normalLocal = _Normal_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
float Pi = 3.141592654;
float InvPi = 0.31830988618;
///////// Gloss:
float gloss = _Gloss;
float perceptualRoughness = 1.0 - _Gloss;
float roughness = perceptualRoughness * perceptualRoughness;
float specPow = exp2( gloss * 10.0 + 1.0 );
/////// GI Data:
UnityLight light;
#ifdef LIGHTMAP_OFF
light.color = lightColor;
light.dir = lightDirection;
light.ndotl = LambertTerm (normalDirection, light.dir);
#else
light.color = half3(0.f, 0.f, 0.f);
light.ndotl = 0.0f;
light.dir = half3(0.f, 0.f, 0.f);
#endif
UnityGIInput d;
d.light = light;
d.worldPos = i.posWorld.xyz;
d.worldViewDir = viewDirection;
d.atten = attenuation;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
d.ambient = 0;
d.lightmapUV = i.ambientOrLightmapUV;
#else
d.ambient = i.ambientOrLightmapUV;
#endif
#if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
d.boxMin[0] = unity_SpecCube0_BoxMin;
d.boxMin[1] = unity_SpecCube1_BoxMin;
#endif
#if UNITY_SPECCUBE_BOX_PROJECTION
d.boxMax[0] = unity_SpecCube0_BoxMax;
d.boxMax[1] = unity_SpecCube1_BoxMax;
d.probePosition[0] = unity_SpecCube0_ProbePosition;
d.probePosition[1] = unity_SpecCube1_ProbePosition;
#endif
d.probeHDR[0] = unity_SpecCube0_HDR;
d.probeHDR[1] = unity_SpecCube1_HDR;
Unity_GlossyEnvironmentData ugls_en_data;
ugls_en_data.roughness = 1.0 - gloss;
ugls_en_data.reflUVW = viewReflectDirection;
UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
lightDirection = gi.light.dir;
lightColor = gi.light.color;
////// Specular:
float NdotL = saturate(dot( normalDirection, lightDirection ));
float LdotH = saturate(dot(lightDirection, halfDirection));
float3 specularColor = _Metallic;
float specularMonochrome;
float4 node_3538 = _Time;
float2 node_6877 = (i.uv0+(_Speed*node_3538.g)*float2(1,1));
float4 _MeltTex_var = tex2D(_MeltTex,TRANSFORM_TEX(node_6877, _MeltTex));
float2 node_8337 = lerp(i.uv0,(float3(i.uv0,0.0)*_MeltTex_var.rgb*2.0).rg,_Intensity);
float4 node_4378 = tex2D(_MainTex,TRANSFORM_TEX(node_8337, _MainTex));
float3 node_5719 = (_MianColor.rgb*node_4378.rgb);
float3 diffuseColor = ((_FresnelColor.rgb*pow(1.0-max(0,dot(normalDirection, viewDirection)),_FresnelScale))+(node_5719+node_5719)); // Need this for specular when using metallic
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
specularMonochrome = 1.0-specularMonochrome;
float NdotV = abs(dot( normalDirection, viewDirection ));
float NdotH = saturate(dot( normalDirection, halfDirection ));
float VdotH = saturate(dot( viewDirection, halfDirection ));
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
float normTerm = GGXTerm(NdotH, roughness);
float specularPBL = (visTerm*normTerm) * UNITY_PI;
#ifdef UNITY_COLORSPACE_GAMMA
specularPBL = sqrt(max(1e-4h, specularPBL));
#endif
specularPBL = max(0, specularPBL * NdotL);
#if defined(_SPECULARHIGHLIGHTS_OFF)
specularPBL = 0.0;
#endif
half surfaceReduction;
#ifdef UNITY_COLORSPACE_GAMMA
surfaceReduction = 1.0-0.28*roughness*perceptualRoughness;
#else
surfaceReduction = 1.0/(roughness*roughness + 1.0);
#endif
specularPBL *= any(specularColor) ? 1.0 : 0.0;
float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
half grazingTerm = saturate( gloss + specularMonochrome );
float3 indirectSpecular = (gi.indirect.specular);
indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
indirectSpecular *= surfaceReduction;
float3 specular = (directSpecular + indirectSpecular);
/////// Diffuse:
NdotL = max(0.0,dot( normalDirection, lightDirection ));
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
float nlPow5 = Pow5(1-NdotL);
float nvPow5 = Pow5(1-NdotV);
float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += gi.indirect.diffuse;
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
////// Emissive:
float node_5997 = (node_4378.b*_Emission);
float3 emissive = float3(node_5997,node_5997,node_5997);
/// Final Color:
float3 finalColor = diffuse + specular + emissive;
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDADD
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float _Emission;
uniform float _Metallic;
uniform float _Gloss;
uniform sampler2D _Normal; uniform float4 _Normal_ST;
uniform float _Speed;
uniform sampler2D _MeltTex; uniform float4 _MeltTex_ST;
uniform float _Intensity;
uniform float4 _MianColor;
uniform float _FresnelScale;
uniform float4 _FresnelColor;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float3 tangentDir : TEXCOORD5;
float3 bitangentDir : TEXCOORD6;
LIGHTING_COORDS(7,8)
UNITY_FOG_COORDS(9)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos( v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float4 _Normal_var = tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal));
float3 normalLocal = _Normal_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
float Pi = 3.141592654;
float InvPi = 0.31830988618;
///////// Gloss:
float gloss = _Gloss;
float perceptualRoughness = 1.0 - _Gloss;
float roughness = perceptualRoughness * perceptualRoughness;
float specPow = exp2( gloss * 10.0 + 1.0 );
////// Specular:
float NdotL = saturate(dot( normalDirection, lightDirection ));
float LdotH = saturate(dot(lightDirection, halfDirection));
float3 specularColor = _Metallic;
float specularMonochrome;
float4 node_3538 = _Time;
float2 node_6877 = (i.uv0+(_Speed*node_3538.g)*float2(1,1));
float4 _MeltTex_var = tex2D(_MeltTex,TRANSFORM_TEX(node_6877, _MeltTex));
float2 node_8337 = lerp(i.uv0,(float3(i.uv0,0.0)*_MeltTex_var.rgb*2.0).rg,_Intensity);
float4 node_4378 = tex2D(_MainTex,TRANSFORM_TEX(node_8337, _MainTex));
float3 node_5719 = (_MianColor.rgb*node_4378.rgb);
float3 diffuseColor = ((_FresnelColor.rgb*pow(1.0-max(0,dot(normalDirection, viewDirection)),_FresnelScale))+(node_5719+node_5719)); // Need this for specular when using metallic
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
specularMonochrome = 1.0-specularMonochrome;
float NdotV = abs(dot( normalDirection, viewDirection ));
float NdotH = saturate(dot( normalDirection, halfDirection ));
float VdotH = saturate(dot( viewDirection, halfDirection ));
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
float normTerm = GGXTerm(NdotH, roughness);
float specularPBL = (visTerm*normTerm) * UNITY_PI;
#ifdef UNITY_COLORSPACE_GAMMA
specularPBL = sqrt(max(1e-4h, specularPBL));
#endif
specularPBL = max(0, specularPBL * NdotL);
#if defined(_SPECULARHIGHLIGHTS_OFF)
specularPBL = 0.0;
#endif
specularPBL *= any(specularColor) ? 1.0 : 0.0;
float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
float3 specular = directSpecular;
/////// Diffuse:
NdotL = max(0.0,dot( normalDirection, lightDirection ));
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
float nlPow5 = Pow5(1-NdotL);
float nvPow5 = Pow5(1-NdotV);
float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
float3 finalColor = diffuse + specular;
fixed4 finalRGBA = fixed4(finalColor * 1,0);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "Meta"
Tags {
"LightMode"="Meta"
}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_META 1
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityMetaPass.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float _Emission;
uniform float _Metallic;
uniform float _Gloss;
uniform float _Speed;
uniform sampler2D _MeltTex; uniform float4 _MeltTex_ST;
uniform float _Intensity;
uniform float4 _MianColor;
uniform float _FresnelScale;
uniform float4 _FresnelColor;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
return o;
}
float4 frag(VertexOutput i) : SV_Target {
i.normalDir = normalize(i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
UnityMetaInput o;
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
float4 node_3538 = _Time;
float2 node_6877 = (i.uv0+(_Speed*node_3538.g)*float2(1,1));
float4 _MeltTex_var = tex2D(_MeltTex,TRANSFORM_TEX(node_6877, _MeltTex));
float2 node_8337 = lerp(i.uv0,(float3(i.uv0,0.0)*_MeltTex_var.rgb*2.0).rg,_Intensity);
float4 node_4378 = tex2D(_MainTex,TRANSFORM_TEX(node_8337, _MainTex));
float node_5997 = (node_4378.b*_Emission);
o.Emission = float3(node_5997,node_5997,node_5997);
float3 node_5719 = (_MianColor.rgb*node_4378.rgb);
float3 diffColor = ((_FresnelColor.rgb*pow(1.0-max(0,dot(normalDirection, viewDirection)),_FresnelScale))+(node_5719+node_5719));
float specularMonochrome;
float3 specColor;
diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
float roughness = 1.0 - _Gloss;
o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
return UnityMetaFragment( o );
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}