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diff --git a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/26/皮镊皮试/Aim_pishi.fbx.meta b/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/26/皮镊皮试/Aim_pishi.fbx.meta
index b96fb22e..6eeebad2 100644
--- a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/26/皮镊皮试/Aim_pishi.fbx.meta
+++ b/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/26/皮镊皮试/Aim_pishi.fbx.meta
@@ -1,5 +1,5 @@
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diff --git a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/FangZhiWu_Y.shader b/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/FangZhiWu_Y.shader
new file mode 100644
index 00000000..b352aba3
--- /dev/null
+++ b/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/FangZhiWu_Y.shader
@@ -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
+ }
+ }
+}
diff --git a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/FangZhiWu_Y.shader.meta b/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/FangZhiWu_Y.shader.meta
new file mode 100644
index 00000000..0f667e5e
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+ShaderImporter:
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+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
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new file mode 100644
index 00000000..9d60080b
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diff --git a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/Materials/Unlit_FangZhiWu_BangDingSheng.mat b/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/Materials/Unlit_FangZhiWu_BangDingSheng.mat
new file mode 100644
index 00000000..ee295e3b
--- /dev/null
+++ b/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/Materials/Unlit_FangZhiWu_BangDingSheng.mat
@@ -0,0 +1,43 @@
+%YAML 1.1
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diff --git a/Assets/Environment/Shaders/PHColor.hlsl b/Assets/Environment/Shaders/PHColor.hlsl
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+++ b/Assets/Environment/Shaders/PHColor.hlsl
@@ -0,0 +1,183 @@
+#ifndef UNITY_PBRTool
+#define UNITY_PBRTool
+
+#define UNITY_PI 3.14159265359f
+#define unity_ColorSpaceDielectricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%)
+
+
+
+#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //开启接受阴影
+#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE//使用TransformWorldToShadowCoord
+#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS//使用AdditionalLightRealtimeShadow计算add光源阴影
+#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS//精度?不确定
+#pragma multi_compile _ _SHADOWS_SOFT
+//世界空间下的各个方向数据,且都归一化
+struct WDirData
+{
+ float3 ViewDir;
+ float3 LightDir;
+ float3 HDir;
+ float3 NDir;
+ float NdV;
+ float NdH;
+ float NdL;
+};
+
+WDirData GetDirData(float3 wpos,float3 wnormal)
+{
+ WDirData w;
+ w.LightDir=normalize(_MainLightPosition.xyz);
+ w.NDir=wnormal;
+ w.ViewDir=normalize(_WorldSpaceCameraPos.xyz-wpos.xyz);
+ w.HDir=normalize(w.LightDir+w.ViewDir);
+ w.NdL=saturate(dot(w.NDir,w.LightDir));
+ w.NdH=saturate(dot(w.NDir,w.HDir));
+ w.NdV=saturate(dot(w.NDir,w.ViewDir));
+}
+//绕轴旋转,这个轴指物体坐标系下
+float3 RotateAboutAxis_Radians(float3 In, float3 Axis, float Rotation)
+{
+ float s = sin(Rotation);
+ float c = cos(Rotation);
+ float one_minus_c = 1.0 - c;
+
+ Axis = normalize(Axis);
+ float3x3 rot_mat =
+ { one_minus_c * Axis.x * Axis.x + c, one_minus_c * Axis.x * Axis.y - Axis.z * s, one_minus_c * Axis.z * Axis.x + Axis.y * s,
+ one_minus_c * Axis.x * Axis.y + Axis.z * s, one_minus_c * Axis.y * Axis.y + c, one_minus_c * Axis.y * Axis.z - Axis.x * s,
+ one_minus_c * Axis.z * Axis.x - Axis.y * s, one_minus_c * Axis.y * Axis.z + Axis.x * s, one_minus_c * Axis.z * Axis.z + c
+ };
+ return mul(rot_mat, In);
+}
+//CatmullRom曲线拟合,曲线会经过所有给定的点,需要多创建头尾各一个点,得到p1和p2之间拟合的点
+float3 CatmullRomPoint(float3 p0, float3 p1, float3 p2, float3 p3, float t)
+{
+ return p1 + (0.5f * (p2 - p0) * t) + 0.5f * (2 * p0 - 5 * p1 + 4 * p2 - p3) * t * t +
+ 0.5f * (-p0 + 3 * p1 - 3 * p2 + p3) * t * t * t;
+}
+//重映射,把t1~t2范围映射到s1~s2
+float Remap(float x, float t1, float t2, float s1, float s2)
+{
+ return (s2 - s1) / (t2 - t1) * (x - t1) + s1;
+}
+//菲尼尔
+float Fresnel(WDirData dir_data,float pValue,float sValue)
+{
+ float f=max(dot(dir_data.NDir,dir_data.ViewDir),0);
+ return pow(1-f,pValue)*sValue;
+}
+
+//获取F0
+float3 GetF0(float3 albedo,float Metallic)
+{
+ return lerp(unity_ColorSpaceDielectricSpec.rgb, albedo, Metallic);
+}
+/* 【D项法线分部函数】公式:
+* α * α
+* D = -----------------------------------------------
+* π* (pow((pow(nh, 2) * (α * α - 1) + 1), 2))
+*/
+float D_(float nh,float roughness)
+{
+ float lerpSquareRoughness = pow(lerp(0.002, 1, roughness), 2);
+ // D值是高光亮斑效果的来源。
+ float D = lerpSquareRoughness / (pow((pow(nh, 2) * (lerpSquareRoughness - 1) + 1), 2) * UNITY_PI);
+ return D;
+}
+
+/* 【G项几何遮蔽】公式:
+* dot(n, l) dot(n, v)
+* G = --------------------- * ---------------------
+* lerp(dot(n, l), 1, k) lerp(dot(n, v), 1, k)
+*
+* pow((α + 1), 2)
+* k = ----------------
+* 8
+*/
+float G_(float nl,float nv,float roughness)
+{
+ float kInDirectLight = pow(roughness + 1, 2) / 8;// 直接光的 k 系数
+ float GLeft = nl / lerp(nl, 1, kInDirectLight);
+ float GRight = nv / lerp(nv, 1, kInDirectLight);
+ float G = GLeft * GRight;
+ return G;
+}
+inline half Pow5 (half x)
+{
+ return x*x * x*x * x;
+}
+inline half3 FresnelLerp (half3 F0, half3 F90, half cosA)
+{
+ half t = Pow5 (1 - cosA); // ala Schlick interpoliation
+ return lerp (F0, F90, t);
+}
+//PBR间接光的菲尼尔
+float3 IndirectFresnel(float nv, float3 F0, float roughness)
+{
+ return F0 + (max(float3(1.0 - roughness, 1.0 - roughness, 1.0 - roughness), F0) - F0) * pow(1.0 - nv, 5.0);
+}
+//PBR直接光的菲尼尔
+float3 DirectFresnel(float3 F0,float vh)
+{
+ //因为要在微观计算所以这里的法线要使用D项计算后的H作为法线
+ return F0 + (1 - F0) * exp2((-5.55473 * vh - 6.98316) * vh);
+}
+//float3 F0 = lerp(unity_ColorSpaceDielectricSpec.rgb, Albedo, _Metallic);
+//直接光高光
+float3 DirectSpecular(float3 F0,float3 lightColor,float roughness,float vh ,float nv,float nl,float nh)
+{
+ float3 F =DirectFresnel(F0,vh);
+ float D=D_(nh,roughness);
+ float G=G_(nl,nv,roughness);
+ float3 specularResult = (D * G * F * 0.25) / (nv * nl);
+ //高光也要乘上ndl防止背面漏光同时更加物理
+ float3 specColor = specularResult * lightColor * nl * UNITY_PI;
+ return specColor;
+}
+//直接光漫反射
+float3 DirectDiff(float3 Albedo,float3 lightColor,float _Metallic,float F ,float nl)
+{
+ float kd = (1.0 - F) * (1.0 - _Metallic);
+ return kd * Albedo * lightColor * nl;
+}
+//间接光高光
+float3 IndirectSpecular(float perceptualRoughness,float3 viewDirWS,float3 normalWS,float roughness,float _Smoothness,float3 F0,float nv,float _Metallic)
+{
+
+ float mip_roughness = perceptualRoughness * (1.7 - 0.7 * perceptualRoughness);
+ // 计算 cube的反射方向。
+ float3 reflectVec = reflect(-viewDirWS, normalWS);
+ // 计算 cube 的 mip 等级。
+ half mip = mip_roughness * UNITY_SPECCUBE_LOD_STEPS;
+ // 采样纹理数据
+ half4 rgbm = SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0,samplerunity_SpecCube0,reflectVec, mip);
+ float3 iblSpecular = DecodeHDREnvironment(rgbm, unity_SpecCube0_HDR);
+ //越粗糙间接高光越小
+ float surfaceReduction = 1.0 / (roughness * roughness + 1.0); //Liner空间
+
+
+
+ float oneMinusReflectivity = unity_ColorSpaceDielectricSpec.a-_Metallic*unity_ColorSpaceDielectricSpec.a;
+ float grazingTerm = saturate(_Smoothness + (1-oneMinusReflectivity));
+
+ return iblSpecular * surfaceReduction * FresnelLerp(0, grazingTerm, nv);
+}
+//间接光漫反射
+float3 IndirectDiff(float3 normalWS ,float3 Albedo,float nv,float3 F0,float roughness,float _Metallic)
+{
+ half3 ambient_contrib = SampleSH(float4(normalWS, 1));
+ float3 ambient = 0.3 * Albedo;// 随便乘个暗的系数
+ // 环境光漫反射
+ float3 iblDiffuse = max(half3(0, 0, 0), ambient.rgb + ambient_contrib);
+
+ float3 Flast = IndirectFresnel(max(nv, 0.0), F0, roughness);
+ // Flast 和 金属度,计算间接光的漫反射系数 kd 值。
+ float kdLast = (1 - Flast) * (1 - _Metallic);
+ return iblDiffuse * kdLast * Albedo;//+Flast*0.1;// 间接光漫反射
+}
+
+#endif
+
+
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