Shader "Unlit/ShinShader_Plus" { 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 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { HLSLPROGRAM // 主光源和阴影 #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _SHADOWS_SOFT // 多光源和阴影 #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile _ _ADDITIONAL_LIGHTS //附加光源 // forward+模式 #pragma multi_compile _ _FORWARD_PLUS // #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 multi_compile _ _FORWARD_PLUS // // #pragma multi_compile_fragment _ _LIGHT_LAYERS // #pragma multi_compile _ _FORWARD_PLUS // #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS // #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE // #pragma instancing_options renderinglayer #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; 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))*0.05/length(fwidth(i.worldPos))+0.5); //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); half3 rDirWS = reflect(-vDirWS, nTsBlur); //dot //half ndotl=dot(nDirWS,lDirWS); half ndoth=max(dot(nTs,hDirWS),0.0001); half vdoth=max(dot(vDirWS,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+0.5,0.6);//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; //half3 radiance =sss*_MainLightColor+0.6; //return float4(sss*_MainLightColor,1); //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*0.8+var_Albedo.rgb*0.5*max(ndotl,0.3); //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。 //kelemann //float sp=tex2D(_Specular,i.uv).r; half lobe0=SAMPLE_TEXTURE2D(_KelemenLUT,sampler_KelemenLUT,float2(ndoth,_Roughness0*0.011)).r; half lobe1=SAMPLE_TEXTURE2D(_KelemenLUT,sampler_KelemenLUT,float2(ndoth,_Roughness1*0.01)).r; //return float4(lobe0.xxx,1); half PH0=pow(3.3*lobe0,5); half PH1=pow(3.3*lobe1,5); half3 F=F_schilick(0.05,vdoth); //return float4(F,1); //return float4(lobe0.xxx,1); half3 lobe0Col=(max(PH0*F,0)); half3 lobe1Col=(max(PH1*F,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,0.3)*pow(ndotl,0.8)*mainLight; half3 dirCol=(dirDiffCol*(1-F)+specCol*_MainLightColor)*mainLight; //return float4(specCol+dirCol,1); float3 addColor=float3(0,0,0); //多光源技术,适配forward+管线 uint lightsCountPlus = GetAdditionalLightsCount(); InputData inputData = (InputData)0; inputData.positionWS = i.worldPos; inputData.normalWS = i.worldNormal; inputData.viewDirectionWS = normalize(_WorldSpaceCameraPos.xyz - i.worldPos); inputData.shadowCoord = TransformWorldToShadowCoord(i.worldPos); // 修正距离剔除 inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(i.vertex); LIGHT_LOOP_BEGIN(lightsCountPlus) Light light=GetAdditionalLight(lightIndex,i.worldPos,0); float3 L=light.direction; half3 hDirWS = normalize(L + vDirWS); half ndotl=dot(nTs,L)*0.5+0.5; half ndoth=max(dot(nTs,hDirWS),0.0001); half rndotl=dot(nTsBlur,L)*0.5+0.5; float2 RUV=float2(rndotl,curvature); float3 sss=SAMPLE_TEXTURE2D(_SSSLut,sampler_SSSLut,RUV); half3 dirDiffCol=ndotl*light.color*(light.distanceAttenuation*light.shadowAttenuation*(var_Albedo.rgb*0.5+sss*var_Albedo.rgb*0.5));//*light.shadowAttenuation;//+var_Albedo.rgb*0.2; //return float4(dirDiffCol,1); half vdoth=max(dot(vDirWS,hDirWS),0.0001); half lobe0=SAMPLE_TEXTURE2D(_KelemenLUT,sampler_KelemenLUT,float2(ndoth,_Roughness0*0.011)).r; half lobe1=SAMPLE_TEXTURE2D(_KelemenLUT,sampler_KelemenLUT,float2(ndoth,_Roughness1*0.01)).r; half PH0=pow(2*lobe0,5); half PH1=pow(2*lobe1,5); half3 F=F_schilick(0.05,vdoth); half3 lobe0Col=(max(PH0*F,0)); half3 lobe1Col=(max(PH1*F,0)); half3 specCol=lerp(lobe0Col,lobe1Col,0.3)*pow(ndotl,0.8)*light.distanceAttenuation*light.color*light.shadowAttenuation; half3 dirCol=dirDiffCol*(1-F);//*light.distanceAttenuation*light.color*light.shadowAttenuation; addColor+=(specCol+dirCol); LIGHT_LOOP_END //间接光漫反射 half rndotv=max(dot(nTsBlur,vDirWS),0.001); half3 inDirDiff=SampleSH(half4(nTsBlur,1)); half3 kSpec=F_inDir(0.010,rndotv,0.5); //return float4(kSpec,1); half3 kDiff=saturate(1.0-kSpec); half3 inDirDiffCol=inDirDiff*var_Albedo.rgb*kDiff; //间接光镜面反射 half mip1=0.4*(1.7-0.7*0.4)*UNITY_SPECCUBE_LOD_STEPS; half4 inDirCube1=SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0,samplerunity_SpecCube0,float4(rDirWS,1),mip1); //cubemap采样 half3 inDirCube=saturate(DecodeHDREnvironment(inDirCube1,unity_SpecCube0_HDR)); half3 inDirSpecFac=inDirCube*kSpec;//(kSpec*lut.r+lut.g); half3 inDirSpecCol=inDirSpecFac;//减少背光spec half3 inDirCol=inDirDiffCol+inDirSpecCol; half3 finaColor=inDirCol+dirCol+addColor; return half4(finaColor,1.0); } ENDHLSL } UsePass "Universal Render Pipeline/Lit/ShadowCaster" } }