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 - 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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