376 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			376 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
|  | // Made with Amplify Shader Editor | ||
|  | // Available at the Unity Asset Store - http://u3d.as/y3X  | ||
|  | Shader "ASE/Base" | ||
|  | { | ||
|  | 	Properties | ||
|  | 	{ | ||
|  | 		_Color("Color", Color) = (1,1,1,1) | ||
|  | 		_Texture("Texture", 2D) = "white" {} | ||
|  | 		_HSVC("HSVC", Vector) = (0,0,0,0) | ||
|  | 		_ShaowColor("ShaowColor", Color) = (0.5711552,0.6109352,0.8018868,1) | ||
|  | 		_Boundry("Boundry", Range( 0 , 1)) = 0.5 | ||
|  | 		_Smooth("Smooth", Range( 0 , 1)) = 0.5 | ||
|  | 		_HLColor("HLColor", Color) = (0,0,0,1) | ||
|  | 		_HLBoundry("HLBoundry", Range( 0 , 1)) = 0 | ||
|  | 		_HLSmooth("HLSmooth", Range( 0 , 1)) = 0.5 | ||
|  | 		[HDR]_FreColor("FreColor", Color) = (0,0,0,1) | ||
|  | 		_FreBoundry("FreBoundry", Range( 0 , 1)) = 0.3494399 | ||
|  | 		_FreSmooth("FreSmooth", Range( 0 , 1)) = 0.4470588 | ||
|  | 		[HDR]_EmissionColor("EmissionColor", Color) = (0,0,0,0) | ||
|  | 		_EmissionTex("EmissionTex", 2D) = "white" {} | ||
|  | 		_NormalTex("NormalTex", 2D) = "bump" {} | ||
|  | 		_NormalInt("NormalInt", Range( 0 , 1)) = 0 | ||
|  | 		[Enum(UnityEngine.Rendering.CullMode)]_CullMode("CullMode", Float) = 2 | ||
|  | 		[HideInInspector] _texcoord( "", 2D ) = "white" {} | ||
|  | 		[HideInInspector] __dirty( "", Int ) = 1 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	SubShader | ||
|  | 	{ | ||
|  | 		Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" } | ||
|  | 		Cull [_CullMode] | ||
|  | 		CGINCLUDE | ||
|  | 		#include "UnityPBSLighting.cginc" | ||
|  | 		#include "UnityCG.cginc" | ||
|  | 		#include "Lighting.cginc" | ||
|  | 		#pragma target 4.6 | ||
|  | 		#ifdef UNITY_PASS_SHADOWCASTER | ||
|  | 			#undef INTERNAL_DATA | ||
|  | 			#undef WorldReflectionVector | ||
|  | 			#undef WorldNormalVector | ||
|  | 			#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; | ||
|  | 			#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) | ||
|  | 			#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) | ||
|  | 		#endif | ||
|  | 		struct Input | ||
|  | 		{ | ||
|  | 			float2 uv_texcoord; | ||
|  | 			float3 worldPos; | ||
|  | 			float3 worldNormal; | ||
|  | 			INTERNAL_DATA | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		struct SurfaceOutputCustomLightingCustom | ||
|  | 		{ | ||
|  | 			half3 Albedo; | ||
|  | 			half3 Normal; | ||
|  | 			half3 Emission; | ||
|  | 			half Metallic; | ||
|  | 			half Smoothness; | ||
|  | 			half Occlusion; | ||
|  | 			half Alpha; | ||
|  | 			Input SurfInput; | ||
|  | 			UnityGIInput GIData; | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		uniform float _CullMode; | ||
|  | 		uniform float4 _HSVC; | ||
|  | 		uniform sampler2D _Texture; | ||
|  | 		uniform float4 _Texture_ST; | ||
|  | 		uniform float4 _Color; | ||
|  | 		uniform float4 _ShaowColor; | ||
|  | 		uniform sampler2D _NormalTex; | ||
|  | 		uniform float4 _NormalTex_ST; | ||
|  | 		uniform float _NormalInt; | ||
|  | 		uniform float _Boundry; | ||
|  | 		uniform float _Smooth; | ||
|  | 		uniform float4 _HLColor; | ||
|  | 		uniform float _HLBoundry; | ||
|  | 		uniform float _HLSmooth; | ||
|  | 		uniform float _FreBoundry; | ||
|  | 		uniform float _FreSmooth; | ||
|  | 		uniform float4 _FreColor; | ||
|  | 		uniform sampler2D _EmissionTex; | ||
|  | 		uniform float4 _EmissionTex_ST; | ||
|  | 		uniform float4 _EmissionColor; | ||
|  | 
 | ||
|  | 
 | ||
|  | 		float3 HSVToRGB( float3 c ) | ||
|  | 		{ | ||
|  | 			float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); | ||
|  | 			float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); | ||
|  | 			return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		float3 RGBToHSV(float3 c) | ||
|  | 		{ | ||
|  | 			float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); | ||
|  | 			float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); | ||
|  | 			float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); | ||
|  | 			float d = q.x - min( q.w, q.y ); | ||
|  | 			float e = 1.0e-10; | ||
|  | 			return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) | ||
|  | 		{ | ||
|  | 			UnityGIInput data = s.GIData; | ||
|  | 			Input i = s.SurfInput; | ||
|  | 			half4 c = 0; | ||
|  | 			#ifdef UNITY_PASS_FORWARDBASE | ||
|  | 			float ase_lightAtten = data.atten; | ||
|  | 			if( _LightColor0.a == 0) | ||
|  | 			ase_lightAtten = 0; | ||
|  | 			#else | ||
|  | 			float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 ); | ||
|  | 			float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b ); | ||
|  | 			#endif | ||
|  | 			#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) | ||
|  | 			half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos); | ||
|  | 			float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz); | ||
|  | 			float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist); | ||
|  | 			ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist)); | ||
|  | 			#endif | ||
|  | 			float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw; | ||
|  | 			float4 lerpResult4_g41 = lerp( float4( float3(0.5,0.5,0.5) , 0.0 ) , tex2D( _Texture, uv_Texture ) , ( _HSVC.w + 1.0 )); | ||
|  | 			float3 hsvTorgb6_g41 = RGBToHSV( lerpResult4_g41.xyz ); | ||
|  | 			float3 hsvTorgb10_g41 = HSVToRGB( float3(( _HSVC.x + hsvTorgb6_g41.x ),( ( _HSVC.y + 1.0 ) * hsvTorgb6_g41.y ),( ( _HSVC.z + 1.0 ) * hsvTorgb6_g41.z )) ); | ||
|  | 			float3 appendResult11_g41 = (float3(hsvTorgb10_g41)); | ||
|  | 			float3 MainTex99 = appendResult11_g41; | ||
|  | 			float4 MainColor97 = _Color; | ||
|  | 			float temp_output_42_0_g42 = (-1.0 + (0.5 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)); | ||
|  | 			float3 ase_worldPos = i.worldPos; | ||
|  | 			#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld | ||
|  | 			float3 ase_worldlightDir = 0; | ||
|  | 			#else //aseld | ||
|  | 			float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) ); | ||
|  | 			#endif //aseld | ||
|  | 			float2 uv_NormalTex = i.uv_texcoord * _NormalTex_ST.xy + _NormalTex_ST.zw; | ||
|  | 			float3 lerpResult12_g37 = lerp( float3(0,0,1) , UnpackNormal( tex2D( _NormalTex, uv_NormalTex ) ) , (0.0 + (_NormalInt - 0.0) * (3.0 - 0.0) / (1.0 - 0.0))); | ||
|  | 			float3 normalizeResult14_g37 = normalize( lerpResult12_g37 ); | ||
|  | 			float3 temp_output_126_21 = (WorldNormalVector( i , normalizeResult14_g37 )); | ||
|  | 			float dotResult124 = dot( ase_worldlightDir , temp_output_126_21 ); | ||
|  | 			float LightingModel85 = dotResult124; | ||
|  | 			float temp_output_38_0_g42 = LightingModel85; | ||
|  | 			float smoothstepResult39_g42 = smoothstep( ( temp_output_42_0_g42 - 0.5 ) , ( temp_output_42_0_g42 + 0.5 ) , temp_output_38_0_g42); | ||
|  | 			float lerpResult46_g42 = lerp( 1.0 , 0.0 , smoothstepResult39_g42); | ||
|  | 			float smoothstepResult56_g42 = smoothstep( 0.0 , 0.5 , ase_lightAtten); | ||
|  | 			float temp_output_14_0_g42 = (-1.0 + (_Boundry - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)); | ||
|  | 			float temp_output_37_0_g42 = _Smooth; | ||
|  | 			float smoothstepResult20_g42 = smoothstep( ( temp_output_14_0_g42 - temp_output_37_0_g42 ) , ( temp_output_14_0_g42 + temp_output_37_0_g42 ) , temp_output_38_0_g42); | ||
|  | 			float4 lerpResult28_g42 = lerp( _ShaowColor , float4( 1,1,1,0 ) , ( saturate( ( lerpResult46_g42 + smoothstepResult56_g42 ) ) * smoothstepResult20_g42 )); | ||
|  | 			float4 ShadowColor88 = lerpResult28_g42; | ||
|  | 			float temp_output_4_0_g43 = (1.0 + (_HLBoundry - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)); | ||
|  | 			float temp_output_15_0_g43 = _HLSmooth; | ||
|  | 			float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); | ||
|  | 			float3 normalizeResult18_g38 = normalize( ( ase_worldlightDir + ase_worldViewDir ) ); | ||
|  | 			float dotResult125 = dot( temp_output_126_21 , normalizeResult18_g38 ); | ||
|  | 			float LightingModel_HL113 = dotResult125; | ||
|  | 			float smoothstepResult8_g43 = smoothstep( ( temp_output_4_0_g43 - temp_output_15_0_g43 ) , ( temp_output_4_0_g43 + temp_output_15_0_g43 ) , LightingModel_HL113); | ||
|  | 			float4 lerpResult9_g43 = lerp( float4( 0,0,0,0 ) , _HLColor , smoothstepResult8_g43); | ||
|  | 			float4 HighLightColor90 = lerpResult9_g43; | ||
|  | 			float temp_output_22_0_g44 = ( 1.0 - (-0.2 + (_FreBoundry - 0.0) * (1.0 - -0.2) / (1.0 - 0.0)) ); | ||
|  | 			float temp_output_30_0_g44 = _FreSmooth; | ||
|  | 			float3 WorldNormal_NormalTex129 = temp_output_126_21; | ||
|  | 			float fresnelNdotV26_g44 = dot( WorldNormal_NormalTex129, ase_worldViewDir ); | ||
|  | 			float fresnelNode26_g44 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV26_g44, 1.0 ) ); | ||
|  | 			float smoothstepResult28_g44 = smoothstep( ( temp_output_22_0_g44 - temp_output_30_0_g44 ) , ( temp_output_22_0_g44 + temp_output_30_0_g44 ) , fresnelNode26_g44); | ||
|  | 			float4 temp_output_14_0_g44 = _FreColor; | ||
|  | 			float4 Fresnel92 = ( smoothstepResult28_g44 * temp_output_14_0_g44 * (temp_output_14_0_g44).a ); | ||
|  | 			float2 uv_EmissionTex = i.uv_texcoord * _EmissionTex_ST.xy + _EmissionTex_ST.zw; | ||
|  | 			float4 Emission94 = ( tex2D( _EmissionTex, uv_EmissionTex ) * _EmissionColor ); | ||
|  | 			c.rgb = ( ( float4( MainTex99 , 0.0 ) * MainColor97 * ShadowColor88 ) + HighLightColor90 + Fresnel92 + Emission94 ).rgb; | ||
|  | 			c.a = 1; | ||
|  | 			return c; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) | ||
|  | 		{ | ||
|  | 			s.GIData = data; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) | ||
|  | 		{ | ||
|  | 			o.SurfInput = i; | ||
|  | 			o.Normal = float3(0,0,1); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		ENDCG | ||
|  | 		CGPROGRAM | ||
|  | 		#pragma surface surf StandardCustomLighting keepalpha fullforwardshadows exclude_path:deferred noambient novertexlights nolightmap  nodirlightmap noforwardadd  | ||
|  | 
 | ||
|  | 		ENDCG | ||
|  | 		Pass | ||
|  | 		{ | ||
|  | 			Name "ShadowCaster" | ||
|  | 			Tags{ "LightMode" = "ShadowCaster" } | ||
|  | 			ZWrite On | ||
|  | 			CGPROGRAM | ||
|  | 			#pragma vertex vert | ||
|  | 			#pragma fragment frag | ||
|  | 			#pragma target 4.6 | ||
|  | 			#pragma multi_compile_shadowcaster | ||
|  | 			#pragma multi_compile UNITY_PASS_SHADOWCASTER | ||
|  | 			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 | ||
|  | 			#include "HLSLSupport.cginc" | ||
|  | 			#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) | ||
|  | 				#define CAN_SKIP_VPOS | ||
|  | 			#endif | ||
|  | 			#include "UnityCG.cginc" | ||
|  | 			#include "Lighting.cginc" | ||
|  | 			#include "UnityPBSLighting.cginc" | ||
|  | 			struct v2f | ||
|  | 			{ | ||
|  | 				V2F_SHADOW_CASTER; | ||
|  | 				float2 customPack1 : TEXCOORD1; | ||
|  | 				float4 tSpace0 : TEXCOORD2; | ||
|  | 				float4 tSpace1 : TEXCOORD3; | ||
|  | 				float4 tSpace2 : TEXCOORD4; | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 				UNITY_VERTEX_OUTPUT_STEREO | ||
|  | 			}; | ||
|  | 			v2f vert( appdata_full v ) | ||
|  | 			{ | ||
|  | 				v2f o; | ||
|  | 				UNITY_SETUP_INSTANCE_ID( v ); | ||
|  | 				UNITY_INITIALIZE_OUTPUT( v2f, o ); | ||
|  | 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); | ||
|  | 				UNITY_TRANSFER_INSTANCE_ID( v, o ); | ||
|  | 				Input customInputData; | ||
|  | 				float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; | ||
|  | 				half3 worldNormal = UnityObjectToWorldNormal( v.normal ); | ||
|  | 				half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); | ||
|  | 				half tangentSign = v.tangent.w * unity_WorldTransformParams.w; | ||
|  | 				half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; | ||
|  | 				o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); | ||
|  | 				o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); | ||
|  | 				o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); | ||
|  | 				o.customPack1.xy = customInputData.uv_texcoord; | ||
|  | 				o.customPack1.xy = v.texcoord; | ||
|  | 				TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 			half4 frag( v2f IN | ||
|  | 			#if !defined( CAN_SKIP_VPOS ) | ||
|  | 			, UNITY_VPOS_TYPE vpos : VPOS | ||
|  | 			#endif | ||
|  | 			) : SV_Target | ||
|  | 			{ | ||
|  | 				UNITY_SETUP_INSTANCE_ID( IN ); | ||
|  | 				Input surfIN; | ||
|  | 				UNITY_INITIALIZE_OUTPUT( Input, surfIN ); | ||
|  | 				surfIN.uv_texcoord = IN.customPack1.xy; | ||
|  | 				float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); | ||
|  | 				half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); | ||
|  | 				surfIN.worldPos = worldPos; | ||
|  | 				surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); | ||
|  | 				surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; | ||
|  | 				surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; | ||
|  | 				surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; | ||
|  | 				SurfaceOutputCustomLightingCustom o; | ||
|  | 				UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o ) | ||
|  | 				surf( surfIN, o ); | ||
|  | 				#if defined( CAN_SKIP_VPOS ) | ||
|  | 				float2 vpos = IN.pos; | ||
|  | 				#endif | ||
|  | 				SHADOW_CASTER_FRAGMENT( IN ) | ||
|  | 			} | ||
|  | 			ENDCG | ||
|  | 		} | ||
|  | 	} | ||
|  | 	Fallback "Diffuse" | ||
|  | 	CustomEditor "ASEMaterialInspector" | ||
|  | } | ||
|  | /*ASEBEGIN | ||
|  | Version=18935 | ||
|  | 473;190;1495;1160;2972.967;1160.574;1;True;False | ||
|  | Node;AmplifyShaderEditor.CommentaryNode;87;-3217.689,-1148.037;Inherit;False;1018.887;478.1857;LightingModel;8;113;125;85;124;121;107;108;129;光照模型;1,1,1,1;0;0 | ||
|  | Node;AmplifyShaderEditor.SamplerNode;108;-3190.224,-1006.075;Inherit;True;Property;_NormalTex;NormalTex;14;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||
|  | Node;AmplifyShaderEditor.RangedFloatNode;107;-3179.323,-1092.774;Inherit;False;Property;_NormalInt;NormalInt;15;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode;121;-2861.758,-1098.044;Inherit;False;False;1;0;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 | ||
|  | Node;AmplifyShaderEditor.FunctionNode;126;-2884.411,-951.8057;Inherit;False;LightingModel_Normal_Tex;-1;;37;199a4b449c0174475b6993902d3051f8;0;2;20;FLOAT3;0,0,0;False;17;FLOAT;0;False;1;FLOAT3;21 | ||
|  | Node;AmplifyShaderEditor.DotProductOpNode;124;-2569.87,-1094.253;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.FunctionNode;127;-2887.498,-762.741;Inherit;False;LightingModel_Dir_HighLight;-1;;38;7a515b594b1a08c4e8f9a74b40ac93eb;0;0;1;FLOAT3;0 | ||
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|  | Node;AmplifyShaderEditor.RegisterLocalVarNode;85;-2399.03,-1096.883;Float;False;LightingModel;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.CommentaryNode;100;-3013.909,-621.6583;Inherit;False;797.1252;444.5404;Comment;6;80;103;97;99;19;104;基础贴图和颜色;1,1,1,1;0;0 | ||
|  | Node;AmplifyShaderEditor.CommentaryNode;30;-2818.392,-141.0116;Inherit;False;824.6014;385.3089;ShadowColor;6;88;84;82;10;9;16;暗面颜色;1,1,1,1;0;0 | ||
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|  | ASEEND*/ | ||
|  | //CHKSM=A2E76ECFBAE42D65B38C7988D38D045DDABB6FDF |