95 lines
3.4 KiB
Plaintext

Shader "Unlit URP Shader/sampbur"
{
Properties
{
_BaseColor("Base Color",color) = (1,1,1,1)
_BaseMap("BaseMap", 2D) = "white" {}
}
SubShader
{
Tags { "Queue"="Geometry" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
LOD 100
Pass
{
Tags {"LightMode" = "UniversalForward"}
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma multi_compile _ LIGHTMAP_ON
#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 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"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 Wnormal : TEXCOORD1;
float3 Wpos:TEXCOORD2;
};
CBUFFER_START(UnityPerMaterial)
half4 _BaseColor;
float4 _BaseMap_ST;
CBUFFER_END
TEXTURE2D (_BurTexture);SAMPLER(sampler_BurTexture);
Varyings vert(Attributes v)
{
Varyings o = (Varyings)0;
o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
o.uv = TRANSFORM_TEX(v.uv, _BaseMap);
o.Wpos = TransformObjectToWorld(v.positionOS);
o.Wnormal=TransformObjectToWorldNormal(v.normal);
return o;
}
half4 frag(Varyings i) : SV_Target
{
float3 N=normalize(i.Wnormal);
float3 V=normalize(_WorldSpaceCameraPos.xyz-i.Wpos.xyz);
float2 uv=i.positionCS.xy/_ScreenParams.xy;
half4 c;
half4 baseMap = SAMPLE_TEXTURE2D(_BurTexture, sampler_BurTexture, uv);
c = baseMap * _BaseColor;
//c.rgb = MixFog(c.rgb, i.fogCoord);
//float _Me=0.6;//干净的透明玻璃漫反射少,所以金属度直接拉满
//间接高光和漫反射
// float aa=1;
// BRDFData brdfData;
// InitializeBRDFData(c,_Me,1,1,aa, brdfData);
// half3 ambient_contrib = SampleSH(float4(N, 1));
// float3 ambient = 0.3 * c;// 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);
// c.rgb+=inssp*0.5;
return c;
}
ENDHLSL
}
}
}