This commit is contained in:
李浩 2025-01-14 17:31:23 +08:00
commit aece5d1311
128 changed files with 14541 additions and 13049 deletions

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@ -0,0 +1,134 @@
Shader "Unlit/FangZhiWu_Y"
{
Properties
{
_Color("Color",color)=(1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
_NorMal("NorMal",2D)="bump"{}
_Ao ("Ao", 2D) = "white" {}
_R("R",range(0.001,1))=0.5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Cull Off
Stencil
{
ref 2
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
//#pragma multi_compile_fog
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //接受主光源阴影
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE //投射主光源的阴影
#pragma multi_compile _ _SHADOWS_SOFT //软阴影
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
//#pragma multi_compile _ _SPECULAR_SETUP
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Assets/Environment/Shaders/PHColor.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
float4 tangent:TANGENT;
};
struct v2f
{
float2 uv : TEXCOORD0;
//UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float3 wpos:TEXCOORD1;
float3 wnormal:TEXCOORD2;
float3 tbn0:TEXCOORD3;
float3 tbn1:TEXCOORD4;
float3 tbn2:TEXCOORD5;
};
TEXTURE2D( _MainTex);SAMPLER(sampler_MainTex);
TEXTURE2D( _NorMal);SAMPLER(sampler_NorMal);
TEXTURE2D( _Ao);SAMPLER(sampler_Ao);
float4 _MainTex_ST;
float4 _Color;
float _R;
v2f vert (appdata v)
{
v2f o;
o.vertex = TransformObjectToHClip(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
//UNITY_TRANSFER_FOG(o,o.vertex);
o.wpos=TransformObjectToWorld(v.vertex);
o.wnormal=TransformObjectToWorldNormal(v.normal);
float3 t=TransformObjectToWorldDir(v.tangent.xyz);
float3 b=cross(t,o.wnormal)*v.tangent.w;
o.tbn0=t;
o.tbn1=b;
o.tbn2=o.wnormal;
return o;
}
float4 frag (v2f i) : SV_Target
{
// sample the texture
float3 color = _Color*SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, i.uv);
float ao = max(1-SAMPLE_TEXTURE2D(_Ao,sampler_Ao, i.uv).a,0.01);
float3x3 tbn=float3x3(i.tbn0,i.tbn1,i.tbn2);
float3 N=UnpackNormalScale( SAMPLE_TEXTURE2D(_NorMal,sampler_NorMal,i.uv),2);
N=normalize(mul(N,tbn));
float3 V=normalize(_WorldSpaceCameraPos.xyz-i.wpos.xyz);
float3 L=normalize(_MainLightPosition.xyz);
float3 H=normalize(V+L);
float NdH=max(dot(N,H),0.00001);
float NdL=max(dot(N,L),0.00001);
float NdV=max(dot(N,V),0.00001);
float VdH=max(dot(V,H),0.00001);
float ndl=dot(N,L)*0.5+0.5;
//绒毛材质
float _Me=0.01;
float3 f0=0.1;//GetF0(color,_Me);
float newNH=(1-pow(NdH,1));
float v=V_Ashikhmin(NdL,NdV);
float f=F_Schlick(f0,pow(VdH,1));
float3 c=D_Charlie(newNH,_R)*v*NdL*PI*f*_MainLightColor;
//float3 c2=D_Charlie(NdH,0.3)*v*NdL*PI*f*_MainLightColor*4;
//return float4(c,1);
float3 diff=_Color*ndl*FabricLambert(_R)*color*_MainLightColor*PI*(1-f);
//物理的环境高光和环境漫反射
float aa=1;
BRDFData brdfData;
InitializeBRDFData(color,_Me,0.0,0.5,aa, brdfData);
half3 ambient_contrib = SampleSH(float4(N, 1));
float3 ambient = 0.3 * color;// 随便乘个暗的系数
float3 iblDiffuse = max(half3(0, 0, 0), ambient.rgb + ambient_contrib);
float3 inssp= GlobalIllumination(brdfData,iblDiffuse,1,i.wpos,N,V);
return float4((c+diff+inssp),1);
}
ENDHLSL
}
}
}

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CGPROGRAM
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@ -127,7 +127,7 @@ Material:
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