224 lines
11 KiB
Plaintext
224 lines
11 KiB
Plaintext
Shader "Unlit/ShinShader"
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{
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Properties
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{
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_Color("Color",color)=(1,1,1,1)
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_MainTex ("Texture", 2D) = "white" {}
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_SSSLut("SSSLut",2D)="white"{}
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_KelemenLUT("KelemenLUT",2D)="white"{}
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_Roughness0("Roughness0",float)=0.1
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_Roughness1("Roughness1",float)=0.8
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_Normal("Normal",2D)="bump"{}
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_NormalScale("NormalScale",float)=1
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_DetailNormal("DetailNormal",2D)="bump"{}
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_DetailNormalScale("DetailNormalScale",float)=1
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_NormalBlend("NormalBlend",range(0,1))=0.5
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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HLSLPROGRAM
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //接受主光源阴影
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE //投射主光源的阴影
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#pragma multi_compile _ _SHADOWS_SOFT //软阴影
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#pragma multi_compile _ _ADDITIONAL_LIGHTS //附加光源
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma shader_feature _ALPHATEST_ON
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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//#include "UnityCG.cginc"
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//#include "Lighting.cginc"
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//#include "AutoLight.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float3 normal:NORMAL;
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float4 tangent:TANGENT;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float3 worldNormal:TEXCOORD1;
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float3 worldPos:TEXCOORD2;
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float3 TtW0:TEXCOORD3;
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float3 TtW1:TEXCOORD4;
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float3 TtW2:TEXCOORD5;
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float4 shadow:TEXCOORD6;
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};
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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float4 _MainTex_ST;
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float3 _SSSColor;
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float _SSSY;
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float4 _Color;
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TEXTURE2D(_SSSLut);SAMPLER(sampler_SSSLut);
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TEXTURE2D(_KelemenLUT);SAMPLER(sampler_KelemenLUT);
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//sampler2D _KelemenLUT;
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TEXTURE2D(_Normal);SAMPLER(sampler_Normal);
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//sampler2D _Normal;
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float _NormalScale;
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float4 _Normal_TexSize;
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TEXTURE2D(_DetailNormal);SAMPLER(sampler_DetailNormal);
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//sampler2D _DetailNormal;
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float _DetailNormalScale;
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sampler2D _Roughness;
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float _Roughness0;
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float _Roughness1;
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//直接光的菲尼尔
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half3 F_schilick(float F0,float VdH)
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{
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return F0 + (1 - F0) * pow( 1 - saturate(VdH), 5);
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}
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//间接光的菲尼尔
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half F_inDir(float F0,float NdV ,float roughness)
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{
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return F0 + (max(1.0 - roughness, F0) - F0) * pow(1.0 - NdV, 5.0);
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}
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = TransformObjectToHClip(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.worldPos=mul(UNITY_MATRIX_M,v.vertex);
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o.worldNormal=mul(v.normal,(float3x3)unity_WorldToObject);
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float3 worldTangent=TransformObjectToWorldDir(v.tangent.xyz);
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float3 worldBinormal=cross(o.worldNormal,worldTangent)*v.tangent.w;
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o.TtW0=float3(worldTangent.x,worldBinormal.x,o.worldNormal.x);
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o.TtW1=float3(worldTangent.y,worldBinormal.y,o.worldNormal.y);
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o.TtW2=float3(worldTangent.z,worldBinormal.z,o.worldNormal.z);
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o.shadow=TransformWorldToShadowCoord(o.worldPos);
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return o;
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}
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float4 frag (v2f i) : SV_Target
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{
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//曲率
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float curvature=saturate(length(fwidth(i.worldNormal))*0.001/length(fwidth(i.worldPos))+0.4);
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//return float4(curvature.xxx,1);
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float3 nTs=UnpackNormalScale(SAMPLE_TEXTURE2D(_Normal,sampler_Normal,i.uv),_NormalScale);
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float3 nTsM=UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormal,sampler_DetailNormal,i.uv*40),_DetailNormalScale);
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nTsM=normalize(float3(dot(i.TtW0.xyz,nTsM),dot(i.TtW1.xyz,nTsM),dot(i.TtW2.xyz,nTsM)));
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nTs=normalize(float3(dot(i.TtW0.xyz,nTs),dot(i.TtW1.xyz,nTs),dot(i.TtW2.xyz,nTs)));
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float3 nTsBlur=UnpackNormalScale(SAMPLE_TEXTURE2D_LOD(_Normal,sampler_Normal, i.uv,5),_NormalScale);
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float3 nTsMBlur=UnpackNormalScale(SAMPLE_TEXTURE2D_LOD(_DetailNormal,sampler_DetailNormal, i.uv*40,5),_DetailNormalScale);
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nTsMBlur=normalize(float3(dot(i.TtW0.xyz,nTsMBlur),dot(i.TtW1.xyz,nTsMBlur),dot(i.TtW2.xyz,nTsMBlur)));
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nTsBlur=normalize(float3(dot(i.TtW0.xyz,nTsBlur),dot(i.TtW1.xyz,nTsBlur),dot(i.TtW2.xyz,nTsBlur)));
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//得到正常法线和模糊后的发线
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nTs=normalize(lerp(nTs,nTsM,0.5));
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nTsBlur=normalize(lerp(nTsBlur,nTsMBlur,0.5));
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half3 vDirWS = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
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half3 lDirWS = normalize(_MainLightPosition);
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half3 hDirWS = normalize(lDirWS + vDirWS);
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//dot
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//half ndotl=dot(nDirWS,lDirWS);
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half ndoth=max(dot(nTs,hDirWS),0.0001);
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half ndotl=max(dot(nTs,lDirWS),0.0001);
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//Texture sample
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half4 var_Albedo=SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex,i.uv.xy)*_Color;
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//return float4(var_Albedo*0.03);
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//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
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half rndotl=dot(nTsBlur,lDirWS)*0.5+0.5;//红色穿透性最高,所以模糊度最高
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half gndotl=lerp(rndotl,dot(nTs,lDirWS)*0.5+0.5,0.3);
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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
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float2 RUV=float2(rndotl,curvature);
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float2 GUV=float2(gndotl,curvature);
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float2 BUV=float2(bndotl,curvature);
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//sss就是通过采样Lut得到的漫反射颜色
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float3 sss;
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sss.r=SAMPLE_TEXTURE2D(_SSSLut,sampler_SSSLut,RUV).r;
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sss.g=SAMPLE_TEXTURE2D(_SSSLut,sampler_SSSLut,GUV).g;
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sss.b=SAMPLE_TEXTURE2D(_SSSLut,sampler_SSSLut,BUV).b;
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float ndl=dot(nTs,hDirWS)*0.5+0.5;
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//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
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half3 dirDiffCol=sss*_MainLightColor*var_Albedo.rgb*ndl;//+var_Albedo.rgb*0.5*max(ndotl,0.3);
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//float3 diff=sss*DisneyDiffuse(ndotv,ndl,ldotv,sqrt(0.1))*ndl*var_Albedo.rgb*_MainLightColor*PI;
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//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。
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half lobe0=SAMPLE_TEXTURE2D(_KelemenLUT,sampler_KelemenLUT,float2(ndoth,_Roughness0*0.01)).r;
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half lobe1=SAMPLE_TEXTURE2D(_KelemenLUT,sampler_KelemenLUT,float2(ndoth,_Roughness1*0.01)).r;
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half PH0=pow(1*lobe0,5);
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half PH1=pow(1*lobe1,5);
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//f是为了遵循能量守恒,高光大的地方漫反射少
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float f=lerp(PH0,PH1,0.45)*PI;
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half3 lobe0Col=(max(PH0,0));
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half3 lobe1Col=(max(PH1,0));
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float mainLight=MainLightRealtimeShadow(i.shadow);
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//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
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half3 specCol=lerp(lobe0Col,lobe1Col,0.45)*pow(ndotl,0.5)*PI;
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half3 dirCol=(dirDiffCol*(1-f)+specCol)*mainLight;
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//return float4((f).xxx,1);
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float3 addColor=float3(0,0,0);
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int addCount=GetAdditionalLightsCount();
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//点光源漫反射和高光
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for (int k=0;k<addCount;k++)
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{
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Light light=GetAdditionalLight(k,i.worldPos);
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float3 L=light.direction;
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half3 hDirWS = normalize(L + vDirWS);
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half ndotl=max(dot(nTs,L),0.0001);
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half ndoth=max(dot(nTs,hDirWS),0.0001);
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half rndotl=dot(nTsBlur,L)*0.5+0.5;
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float2 RUV=float2(rndotl,curvature);
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float3 sss=SAMPLE_TEXTURE2D(_SSSLut,sampler_SSSLut,RUV);
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half3 dirDiffCol=sss*light.color*var_Albedo.rgb*0.8+var_Albedo.rgb*0.5*max(ndotl,0.3)*light.distanceAttenuation*light.shadowAttenuation;
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half vdoth=max(dot(vDirWS,hDirWS),0.0001);
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half lobe0=SAMPLE_TEXTURE2D(_KelemenLUT,sampler_KelemenLUT,float2(ndoth,_Roughness0*0.011)).r;
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half lobe1=SAMPLE_TEXTURE2D(_KelemenLUT,sampler_KelemenLUT,float2(ndoth,_Roughness1*0.01)).r;
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half PH0=pow(2*lobe0,5);
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half PH1=pow(2*lobe1,5);
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half3 F=F_schilick(0.05,vdoth);
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half3 lobe0Col=(max(PH0*F,0));
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half3 lobe1Col=(max(PH1*F,0));
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half3 specCol=lerp(lobe0Col,lobe1Col,0.3)*pow(ndotl,0.8)*light.distanceAttenuation*light.color*light.shadowAttenuation;
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half3 dirCol=dirDiffCol*(1-F)+specCol*light.distanceAttenuation*light.color*light.shadowAttenuation;
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addColor+=(specCol+dirCol);
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}
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//环境光
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float aa=1;
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BRDFData brdfData;
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InitializeBRDFData(var_Albedo.rgb,0,1,0.6,aa, brdfData);
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half3 ambient_contrib = SampleSH(float4(nTsBlur, 1));
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float3 ambient = 0.3 * var_Albedo.rgb;// 随便乘个暗的系数
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float3 iblDiffuse = max(half3(0, 0, 0), ambient.rgb + ambient_contrib);
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float3 inssp= GlobalIllumination(brdfData,iblDiffuse,1,i.worldPos,nTsBlur,vDirWS);
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half3 finaColor=inssp+dirCol+addColor*0.8;
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return half4(finaColor*0.35,1.0);
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}
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ENDHLSL
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}
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//UsePass "Universal Render Pipeline/Lit/ShadowCaster"
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}
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}
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