diff --git a/.idea/.idea.3DBody/.idea/.gitignore b/.idea/.idea.3DBody/.idea/.gitignore
new file mode 100644
index 00000000..a988d581
--- /dev/null
+++ b/.idea/.idea.3DBody/.idea/.gitignore
@@ -0,0 +1,13 @@
+# 默认忽略的文件
+/shelf/
+/workspace.xml
+# Rider 忽略的文件
+/contentModel.xml
+/projectSettingsUpdater.xml
+/.idea.3DBody.iml
+/modules.xml
+# 基于编辑器的 HTTP 客户端请求
+/httpRequests/
+# Datasource local storage ignored files
+/dataSources/
+/dataSources.local.xml
diff --git a/.idea/.idea.3DBody/.idea/encodings.xml b/.idea/.idea.3DBody/.idea/encodings.xml
new file mode 100644
index 00000000..df87cf95
--- /dev/null
+++ b/.idea/.idea.3DBody/.idea/encodings.xml
@@ -0,0 +1,4 @@
+
+
+
+
\ No newline at end of file
diff --git a/.idea/.idea.3DBody/.idea/indexLayout.xml b/.idea/.idea.3DBody/.idea/indexLayout.xml
new file mode 100644
index 00000000..7b08163c
--- /dev/null
+++ b/.idea/.idea.3DBody/.idea/indexLayout.xml
@@ -0,0 +1,8 @@
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/.idea/.idea.3DBody/.idea/vcs.xml b/.idea/.idea.3DBody/.idea/vcs.xml
new file mode 100644
index 00000000..35eb1ddf
--- /dev/null
+++ b/.idea/.idea.3DBody/.idea/vcs.xml
@@ -0,0 +1,6 @@
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/0000000086C0A938.mat b/Assets/Art/头颈面部解剖FBX/Materials/0000000086C0A938.mat
index 4ef8cd5b..f692cfe9 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/0000000086C0A938.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/0000000086C0A938.mat
@@ -120,7 +120,7 @@ Material:
- _QueueOffset: 0
- _ReceiveShadows: 1
- _SampleGI: 0
- - _Smoothness: 1
+ - _Smoothness: 0.6
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/00000000873B2B78.mat b/Assets/Art/头颈面部解剖FBX/Materials/00000000873B2B78.mat
index c87e6cb3..8d8dc5b1 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/00000000873B2B78.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/00000000873B2B78.mat
@@ -88,7 +88,7 @@ Material:
- _Blend: 0
- _BlendModePreserveSpecular: 1
- _BlendOp: 0
- - _BumpScale: 2
+ - _BumpScale: 1
- _ClearCoatMask: 0
- _ClearCoatSmoothness: 0
- _Cull: 2
@@ -108,7 +108,7 @@ Material:
- _QueueOffset: 0
- _ReceiveShadows: 1
- _SampleGI: 0
- - _Smoothness: 1
+ - _Smoothness: 0.6
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/0000000093266A38.mat b/Assets/Art/头颈面部解剖FBX/Materials/0000000093266A38.mat
index 1289abb7..4820158d 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/0000000093266A38.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/0000000093266A38.mat
@@ -107,7 +107,7 @@ Material:
- _QueueOffset: 0
- _ReceiveShadows: 1
- _SampleGI: 0
- - _Smoothness: 1
+ - _Smoothness: 0.6
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/00000000957A53B8.mat b/Assets/Art/头颈面部解剖FBX/Materials/00000000957A53B8.mat
index 8d9b1ce9..3908247e 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/00000000957A53B8.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/00000000957A53B8.mat
@@ -120,7 +120,7 @@ Material:
- _QueueOffset: 0
- _ReceiveShadows: 1
- _SampleGI: 0
- - _Smoothness: 1
+ - _Smoothness: 0.6
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/00000000961242F8.mat b/Assets/Art/头颈面部解剖FBX/Materials/00000000961242F8.mat
index 58b8036f..396c5014 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/00000000961242F8.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/00000000961242F8.mat
@@ -107,7 +107,7 @@ Material:
- _QueueOffset: 0
- _ReceiveShadows: 1
- _SampleGI: 0
- - _Smoothness: 1
+ - _Smoothness: 0.6
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/20fe2d40.mat b/Assets/Art/头颈面部解剖FBX/Materials/20fe2d40.mat
index 131a0784..2061eb95 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/20fe2d40.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/20fe2d40.mat
@@ -107,7 +107,7 @@ Material:
- _QueueOffset: 0
- _ReceiveShadows: 1
- _SampleGI: 0
- - _Smoothness: 1
+ - _Smoothness: 0.9
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/Eyelashes_alp.mat b/Assets/Art/头颈面部解剖FBX/Materials/Eyelashes_alp.mat
index cf6c5ecf..ed2683ae 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/Eyelashes_alp.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/Eyelashes_alp.mat
@@ -12,7 +12,6 @@ Material:
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords:
- - _ALPHAPREMULTIPLY_ON
- _SURFACE_TYPE_TRANSPARENT
m_InvalidKeywords: []
m_LightmapFlags: 4
@@ -89,7 +88,7 @@ Material:
- _AlphaClip: 0
- _AlphaToMask: 0
- _Blend: 0
- - _BlendModePreserveSpecular: 1
+ - _BlendModePreserveSpecular: 0
- _BlendOp: 0
- _BumpScale: 1
- _ClearCoatMask: 0
@@ -114,7 +113,7 @@ Material:
- _Smoothness: 0
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- - _SrcBlend: 1
+ - _SrcBlend: 5
- _SrcBlendAlpha: 1
- _Surface: 1
- _UVSec: 0
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/Male_Bushy_Base_Diffuse.mat b/Assets/Art/头颈面部解剖FBX/Materials/Male_Bushy_Base_Diffuse.mat
index 0dffeca6..5de34600 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/Male_Bushy_Base_Diffuse.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/Male_Bushy_Base_Diffuse.mat
@@ -12,7 +12,6 @@ Material:
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords:
- - _ALPHAPREMULTIPLY_ON
- _SURFACE_TYPE_TRANSPARENT
m_InvalidKeywords: []
m_LightmapFlags: 4
@@ -89,7 +88,7 @@ Material:
- _AlphaClip: 0
- _AlphaToMask: 0
- _Blend: 0
- - _BlendModePreserveSpecular: 1
+ - _BlendModePreserveSpecular: 0
- _BlendOp: 0
- _BumpScale: 1
- _ClearCoatMask: 0
@@ -114,7 +113,7 @@ Material:
- _Smoothness: 0
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- - _SrcBlend: 1
+ - _SrcBlend: 5
- _SrcBlendAlpha: 1
- _Surface: 1
- _UVSec: 0
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/Male_Bushy_Diffuse.mat b/Assets/Art/头颈面部解剖FBX/Materials/Male_Bushy_Diffuse.mat
index 27c3650c..b3b521e9 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/Male_Bushy_Diffuse.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/Male_Bushy_Diffuse.mat
@@ -12,7 +12,6 @@ Material:
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords:
- - _ALPHAPREMULTIPLY_ON
- _SURFACE_TYPE_TRANSPARENT
m_InvalidKeywords: []
m_LightmapFlags: 4
@@ -89,7 +88,7 @@ Material:
- _AlphaClip: 0
- _AlphaToMask: 0
- _Blend: 0
- - _BlendModePreserveSpecular: 1
+ - _BlendModePreserveSpecular: 0
- _BlendOp: 0
- _BumpScale: 1
- _ClearCoatMask: 0
@@ -114,7 +113,7 @@ Material:
- _Smoothness: 0
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- - _SrcBlend: 1
+ - _SrcBlend: 5
- _SrcBlendAlpha: 1
- _Surface: 1
- _UVSec: 0
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/SM_RenTi_Std_Cornea_R_Diffuse.mat b/Assets/Art/头颈面部解剖FBX/Materials/SM_RenTi_Std_Cornea_R_Diffuse.mat
index 37f84938..53e1eb82 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/SM_RenTi_Std_Cornea_R_Diffuse.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/SM_RenTi_Std_Cornea_R_Diffuse.mat
@@ -38,7 +38,7 @@ Material:
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- - _Smoothness: 1
+ - _Smoothness: 0.6
m_Colors: []
m_BuildTextureStacks: []
--- !u!114 &7259690608283339364
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/SM_RenTi_Std_Eye_R_Diffuse.mat b/Assets/Art/头颈面部解剖FBX/Materials/SM_RenTi_Std_Eye_R_Diffuse.mat
index 2479f129..aec988a7 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/SM_RenTi_Std_Eye_R_Diffuse.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/SM_RenTi_Std_Eye_R_Diffuse.mat
@@ -108,7 +108,7 @@ Material:
- _QueueOffset: 0
- _ReceiveShadows: 1
- _SampleGI: 0
- - _Smoothness: 1
+ - _Smoothness: 0.6
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/T_M_PiFu1_BaseColor.mat b/Assets/Art/头颈面部解剖FBX/Materials/T_M_PiFu1_BaseColor.mat
index 84e68073..32e0a348 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/T_M_PiFu1_BaseColor.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/T_M_PiFu1_BaseColor.mat
@@ -120,7 +120,7 @@ Material:
- _QueueOffset: 0
- _ReceiveShadows: 1
- _SampleGI: 0
- - _Smoothness: 0
+ - _Smoothness: 0.6
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/bone_uv1_d.mat b/Assets/Art/头颈面部解剖FBX/Materials/bone_uv1_d.mat
index b078e78e..661b4929 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/bone_uv1_d.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/bone_uv1_d.mat
@@ -24,8 +24,7 @@ Material:
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
- m_ValidKeywords:
- - _NORMALMAP
+ m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
@@ -43,7 +42,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BumpMap:
- m_Texture: {fileID: 2800000, guid: 6931c2578085b9349b082db733a4a4cf, type: 3}
+ m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
@@ -121,7 +120,7 @@ Material:
- _QueueOffset: 0
- _ReceiveShadows: 1
- _SampleGI: 0
- - _Smoothness: 1
+ - _Smoothness: 0.4
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
@@ -131,8 +130,8 @@ Material:
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- - _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _BaseColor: {r: 0.93207544, g: 0.93207544, b: 0.93207544, a: 1}
+ - _Color: {r: 0.93207544, g: 0.93207544, b: 0.93207544, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
m_BuildTextureStacks: []
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/bone_uv2_d.mat b/Assets/Art/头颈面部解剖FBX/Materials/bone_uv2_d.mat
index cf1b8184..79276c3d 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/bone_uv2_d.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/bone_uv2_d.mat
@@ -121,7 +121,7 @@ Material:
- _QueueOffset: 0
- _ReceiveShadows: 1
- _SampleGI: 0
- - _Smoothness: 1
+ - _Smoothness: 0.4
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
@@ -131,8 +131,8 @@ Material:
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- - _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _BaseColor: {r: 0.93333334, g: 0.93333334, b: 0.93333334, a: 1}
+ - _Color: {r: 0.93333334, g: 0.93333334, b: 0.93333334, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
m_BuildTextureStacks: []
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/bone_uv3_d.mat b/Assets/Art/头颈面部解剖FBX/Materials/bone_uv3_d.mat
index 216accbe..1ea49702 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/bone_uv3_d.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/bone_uv3_d.mat
@@ -121,7 +121,7 @@ Material:
- _QueueOffset: 0
- _ReceiveShadows: 1
- _SampleGI: 0
- - _Smoothness: 1
+ - _Smoothness: 0.4
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
@@ -131,8 +131,8 @@ Material:
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- - _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _BaseColor: {r: 0.93333334, g: 0.93333334, b: 0.93333334, a: 1}
+ - _Color: {r: 0.93333334, g: 0.93333334, b: 0.93333334, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
m_BuildTextureStacks: []
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/bone_uv4_d.mat b/Assets/Art/头颈面部解剖FBX/Materials/bone_uv4_d.mat
index 5df0be23..52c5a5de 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/bone_uv4_d.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/bone_uv4_d.mat
@@ -121,7 +121,7 @@ Material:
- _QueueOffset: 0
- _ReceiveShadows: 1
- _SampleGI: 0
- - _Smoothness: 1
+ - _Smoothness: 0.4
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
@@ -131,8 +131,8 @@ Material:
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- - _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _BaseColor: {r: 0.93333334, g: 0.93333334, b: 0.93333334, a: 1}
+ - _Color: {r: 0.93333334, g: 0.93333334, b: 0.93333334, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
m_BuildTextureStacks: []
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/dongmai.mat b/Assets/Art/头颈面部解剖FBX/Materials/dongmai.mat
index 7a7dc807..20018d2a 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/dongmai.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/dongmai.mat
@@ -120,7 +120,7 @@ Material:
- _QueueOffset: 0
- _ReceiveShadows: 1
- _SampleGI: 0
- - _Smoothness: 1
+ - _Smoothness: 0.6
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/jingmai.mat b/Assets/Art/头颈面部解剖FBX/Materials/jingmai.mat
index 0b4c770b..262900df 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/jingmai.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/jingmai.mat
@@ -120,7 +120,7 @@ Material:
- _QueueOffset: 0
- _ReceiveShadows: 1
- _SampleGI: 0
- - _Smoothness: 1
+ - _Smoothness: 0.6
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/mat_0.mat b/Assets/Art/头颈面部解剖FBX/Materials/mat_0.mat
index d4d355cd..a5bf8804 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/mat_0.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/mat_0.mat
@@ -120,7 +120,7 @@ Material:
- _QueueOffset: 0
- _ReceiveShadows: 1
- _SampleGI: 0
- - _Smoothness: 1
+ - _Smoothness: 0.6
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/muscle_2_uv1_d.mat b/Assets/Art/头颈面部解剖FBX/Materials/muscle_2_uv1_d.mat
index d2c52d56..11664ed4 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/muscle_2_uv1_d.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/muscle_2_uv1_d.mat
@@ -121,7 +121,7 @@ Material:
- _QueueOffset: 0
- _ReceiveShadows: 1
- _SampleGI: 0
- - _Smoothness: 1
+ - _Smoothness: 0.6
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/muscle_uv1_d.mat b/Assets/Art/头颈面部解剖FBX/Materials/muscle_uv1_d.mat
index b128665b..37705941 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/muscle_uv1_d.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/muscle_uv1_d.mat
@@ -108,7 +108,7 @@ Material:
- _QueueOffset: 0
- _ReceiveShadows: 1
- _SampleGI: 0
- - _Smoothness: 1
+ - _Smoothness: 0.6
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/muscle_uv2_d.mat b/Assets/Art/头颈面部解剖FBX/Materials/muscle_uv2_d.mat
index b5395c59..921baf51 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/muscle_uv2_d.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/muscle_uv2_d.mat
@@ -110,7 +110,7 @@ Material:
- _ReceiveShadows: 1
- _SampleGI: 0
- _Shininess: 0
- - _Smoothness: 1
+ - _Smoothness: 0.6
- _SmoothnessSource: 0
- _SmoothnessTextureChannel: 0
- _SpecSource: 0
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/muscle_uv3_d.mat b/Assets/Art/头颈面部解剖FBX/Materials/muscle_uv3_d.mat
index 78e0ad75..1675f7ca 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/muscle_uv3_d.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/muscle_uv3_d.mat
@@ -121,7 +121,7 @@ Material:
- _QueueOffset: 0
- _ReceiveShadows: 1
- _SampleGI: 0
- - _Smoothness: 1
+ - _Smoothness: 0.6
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
diff --git a/Assets/Art/头颈面部解剖FBX/Materials/muscle_uv4_d.mat b/Assets/Art/头颈面部解剖FBX/Materials/muscle_uv4_d.mat
index 77df0e12..91f471ac 100644
--- a/Assets/Art/头颈面部解剖FBX/Materials/muscle_uv4_d.mat
+++ b/Assets/Art/头颈面部解剖FBX/Materials/muscle_uv4_d.mat
@@ -108,7 +108,7 @@ Material:
- _QueueOffset: 0
- _ReceiveShadows: 1
- _SampleGI: 0
- - _Smoothness: 1
+ - _Smoothness: 0.6
- _SmoothnessTextureChannel: 0
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diff --git a/Assets/PiFu/sources/SWAN_face_Micro Normal.tga b/Assets/PiFu/sources/SWAN_face_Micro Normal.tga
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new file mode 100644
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diff --git a/Assets/PiFu/sources/ShinShaderT.shader b/Assets/PiFu/sources/ShinShaderT.shader
new file mode 100644
index 00000000..7aa26bd0
--- /dev/null
+++ b/Assets/PiFu/sources/ShinShaderT.shader
@@ -0,0 +1,222 @@
+Shader "Unlit/ShinShaderT"
+{
+ Properties
+ {
+ _MainTex ("Texture", 2D) = "white" {}
+ _SSSLut("SSSLut",2D)="white"{}
+
+ _KelemenLUT("KelemenLUT",2D)="white"{}
+ _Roughness0("Roughness0",float)=0.1
+ _Roughness1("Roughness1",float)=0.8
+
+ _Normal("Normal",2D)="bump"{}
+ _NormalScale("NormalScale",float)=1
+ _DetailNormal("DetailNormal",2D)="bump"{}
+ _DetailNormalScale("DetailNormalScale",float)=1
+ _NormalBlend("NormalBlend",range(0,1))=0.5
+ _Alpha("Alpha",Range(0,1))=1
+ }
+ SubShader
+ {
+ Tags { "Queue"="Transparent" }
+ LOD 100
+
+ Pass
+ {
+ Blend SrcAlpha OneMinusSrcAlpha
+ HLSLPROGRAM
+ #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 //附加光源
+ #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
+ #pragma shader_feature _ALPHATEST_ON
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
+ //#include "UnityCG.cginc"
+ //#include "Lighting.cginc"
+ //#include "AutoLight.cginc"
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ float3 normal:NORMAL;
+ float4 tangent:TANGENT;
+ };
+
+ struct v2f
+ {
+ float2 uv : TEXCOORD0;
+ float4 vertex : SV_POSITION;
+ float3 worldNormal:TEXCOORD1;
+ float3 worldPos:TEXCOORD2;
+ float3 TtW0:TEXCOORD3;
+ float3 TtW1:TEXCOORD4;
+ float3 TtW2:TEXCOORD5;
+ float4 shadow:TEXCOORD6;
+ };
+
+ TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
+ float4 _MainTex_ST;
+ float3 _SSSColor;
+ float _SSSY;
+ TEXTURE2D(_SSSLut);SAMPLER(sampler_SSSLut);
+ TEXTURE2D(_KelemenLUT);SAMPLER(sampler_KelemenLUT);
+ //sampler2D _KelemenLUT;
+ TEXTURE2D(_Normal);SAMPLER(sampler_Normal);
+ //sampler2D _Normal;
+ float _NormalScale;
+ float4 _Normal_TexSize;
+ TEXTURE2D(_DetailNormal);SAMPLER(sampler_DetailNormal);
+ //sampler2D _DetailNormal;
+ float _DetailNormalScale;
+ float _Alpha;
+ //sampler2D _Roughness;
+
+
+ float _Roughness0;
+ float _Roughness1;
+
+
+ //直接光的菲尼尔
+ half3 F_schilick(float F0,float VdH)
+ {
+ return F0 + (1 - F0) * pow( 1 - saturate(VdH), 5);
+ }
+ //间接光的菲尼尔
+ half F_inDir(float F0,float NdV ,float roughness)
+ {
+ return F0 + (max(1.0 - roughness, F0) - F0) * pow(1.0 - NdV, 5.0);
+ }
+ v2f vert (appdata v)
+ {
+ v2f o;
+ o.vertex = TransformObjectToHClip(v.vertex);
+ o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+ o.worldPos=mul(UNITY_MATRIX_M,v.vertex);
+ o.worldNormal=mul(v.normal,(float3x3)unity_WorldToObject);
+ float3 worldTangent=TransformObjectToWorldDir(v.tangent.xyz);
+ float3 worldBinormal=cross(o.worldNormal,worldTangent)*v.tangent.w;
+ o.TtW0=float3(worldTangent.x,worldBinormal.x,o.worldNormal.x);
+ o.TtW1=float3(worldTangent.y,worldBinormal.y,o.worldNormal.y);
+ o.TtW2=float3(worldTangent.z,worldBinormal.z,o.worldNormal.z);
+
+ o.shadow=TransformWorldToShadowCoord(o.worldPos);
+ return o;
+ }
+
+ float4 frag (v2f i) : SV_Target
+ {
+ //曲率
+ float curvature=saturate(length(fwidth(i.worldNormal))*0.001/length(fwidth(i.worldPos))+0.4);
+ //return float4(curvature.xxx,1);
+ float3 nTs=UnpackNormalScale(SAMPLE_TEXTURE2D(_Normal,sampler_Normal,i.uv),_NormalScale);
+ float3 nTsM=UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormal,sampler_DetailNormal,i.uv*4),_DetailNormalScale);
+ nTsM=normalize(float3(dot(i.TtW0.xyz,nTsM),dot(i.TtW1.xyz,nTsM),dot(i.TtW2.xyz,nTsM)));
+ nTs=normalize(float3(dot(i.TtW0.xyz,nTs),dot(i.TtW1.xyz,nTs),dot(i.TtW2.xyz,nTs)));
+ float3 nTsBlur=UnpackNormalScale(SAMPLE_TEXTURE2D_LOD(_Normal,sampler_Normal, i.uv,5),_NormalScale);
+ float3 nTsMBlur=UnpackNormalScale(SAMPLE_TEXTURE2D_LOD(_DetailNormal,sampler_DetailNormal, i.uv*4,5),_DetailNormalScale);
+ nTsMBlur=normalize(float3(dot(i.TtW0.xyz,nTsMBlur),dot(i.TtW1.xyz,nTsMBlur),dot(i.TtW2.xyz,nTsMBlur)));
+ nTsBlur=normalize(float3(dot(i.TtW0.xyz,nTsBlur),dot(i.TtW1.xyz,nTsBlur),dot(i.TtW2.xyz,nTsBlur)));
+ //得到正常法线和模糊后的发线
+ nTs=normalize(lerp(nTs,nTsM,0.5));
+ nTsBlur=normalize(lerp(nTsBlur,nTsMBlur,0.5));
+
+ half3 vDirWS = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
+ half3 lDirWS = normalize(_MainLightPosition);
+ half3 hDirWS = normalize(lDirWS + vDirWS);
+
+
+ //dot
+ //half ndotl=dot(nDirWS,lDirWS);
+ half ndoth=max(dot(nTs,hDirWS),0.0001);
+ half ndotl=max(dot(nTs,lDirWS),0.0001);
+ //Texture sample
+ half4 var_Albedo=SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex,i.uv.xy);
+ //return float4(var_Albedo*0.03);
+ //直接光漫反射,对rgb三个方向的ndl进行模糊,分别采样rgb的SSS颜色
+ half rndotl=dot(nTsBlur,lDirWS)*0.5+0.5;//红色穿透性最高,所以模糊度最高
+ half gndotl=lerp(rndotl,dot(nTs,lDirWS)*0.5+0.5,0.3);
+ half bndotl=lerp(rndotl,dot(nTs,lDirWS)*0.5+0.5,0.7);//蓝色穿透性最弱,所以模糊度最低
+ float2 RUV=float2(rndotl,curvature);
+ float2 GUV=float2(gndotl,curvature);
+ float2 BUV=float2(bndotl,curvature);
+ //sss就是通过采样Lut得到的漫反射颜色
+ float3 sss;
+ sss.r=SAMPLE_TEXTURE2D(_SSSLut,sampler_SSSLut,RUV).r;
+ sss.g=SAMPLE_TEXTURE2D(_SSSLut,sampler_SSSLut,GUV).g;
+ sss.b=SAMPLE_TEXTURE2D(_SSSLut,sampler_SSSLut,BUV).b;
+
+ float ndl=dot(nTs,hDirWS)*0.5+0.5;
+ //漫反射要乘上ndl,sss散射采样预计算贴图不需要乘ndl,直接光结果要乘上灯光颜色
+ half3 dirDiffCol=sss*_MainLightColor*var_Albedo.rgb*ndl;//+var_Albedo.rgb*0.5*max(ndotl,0.3);
+
+ //float3 diff=sss*DisneyDiffuse(ndotv,ndl,ldotv,sqrt(0.1))*ndl*var_Albedo.rgb*_MainLightColor*PI;
+
+ //直接光高光,一层表达比较粗糙的高光,一层表达比较集中的高亮高光。
+ half lobe0=SAMPLE_TEXTURE2D(_KelemenLUT,sampler_KelemenLUT,float2(ndoth,_Roughness0*0.01)).r;
+ half lobe1=SAMPLE_TEXTURE2D(_KelemenLUT,sampler_KelemenLUT,float2(ndoth,_Roughness1*0.01)).r;
+ half PH0=pow(1*lobe0,5);
+ half PH1=pow(1*lobe1,5);
+ //f是为了遵循能量守恒,高光大的地方漫反射少
+ float f=lerp(PH0,PH1,0.45)*PI;
+ half3 lobe0Col=(max(PH0,0));
+ half3 lobe1Col=(max(PH1,0));
+
+ float mainLight=MainLightRealtimeShadow(i.shadow);
+ //乘以ndotl防止背面出现高光,直接光高光乘上ndh,sss散射采样预计算贴图不需要乘,直接光结果要乘上光照颜色
+ half3 specCol=lerp(lobe0Col,lobe1Col,0.45)*pow(ndotl,0.5)*PI;
+ half3 dirCol=(dirDiffCol*(1-f)+specCol)*mainLight;
+
+ //return float4((f).xxx,1);
+ float3 addColor=float3(0,0,0);
+ int addCount=GetAdditionalLightsCount();
+ //点光源漫反射和高光
+ for (int k=0;k