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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
- // Character shader
- // Includes falloff shadow and highlight, specular, reflection, and normal mapping
- #define ENABLE_CAST_SHADOWS
- // Material parameters
- float4 _Color;
- float4 _ShadowColor;
- float4 _LightColor0;
- float _SpecularPower;
- float4 _MainTex_ST;
- // Textures
- sampler2D _MainTex;
- sampler2D _FalloffSampler;
- sampler2D _RimLightSampler;
- sampler2D _SpecularReflectionSampler;
- sampler2D _EnvMapSampler;
- sampler2D _NormalMapSampler;
- // Constants
- #define FALLOFF_POWER 0.3
- #ifdef ENABLE_CAST_SHADOWS
- // Structure from vertex shader to fragment shader
- struct v2f
- {
- float4 pos : SV_POSITION;
- LIGHTING_COORDS( 0, 1 )
- float2 uv : TEXCOORD2;
- float3 eyeDir : TEXCOORD3;
- float3 lightDir : TEXCOORD4;
- float3 normal : TEXCOORD5;
- #ifdef ENABLE_NORMAL_MAP
- float3 tangent : TEXCOORD6;
- float3 binormal : TEXCOORD7;
- #endif
- };
- #else
- // Structure from vertex shader to fragment shader
- struct v2f
- {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- float3 eyeDir : TEXCOORD1;
- float3 lightDir : TEXCOORD2;
- float3 normal : TEXCOORD3;
- #ifdef ENABLE_NORMAL_MAP
- float3 tangent : TEXCOORD4;
- float3 binormal : TEXCOORD5;
- #endif
- };
- #endif
- // Float types
- #define float_t half
- #define float2_t half2
- #define float3_t half3
- #define float4_t half4
- #define float3x3_t half3x3
- // Vertex shader
- v2f vert( appdata_tan v )
- {
- v2f o;
- o.pos = UnityObjectToClipPos( v.vertex );
- o.uv.xy = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
- o.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz );
-
- // Eye direction vector
- half4 worldPos = mul( unity_ObjectToWorld, v.vertex );
- o.eyeDir.xyz = normalize( _WorldSpaceCameraPos.xyz - worldPos.xyz ).xyz;
- o.lightDir = WorldSpaceLightDir( v.vertex );
-
- #ifdef ENABLE_NORMAL_MAP
- // Binormal and tangent (for normal map)
- o.tangent = normalize( mul( unity_ObjectToWorld, float4_t( v.tangent.xyz, 0 ) ).xyz );
- o.binormal = normalize( cross( o.normal, o.tangent ) * v.tangent.w );
- #endif
- #ifdef ENABLE_CAST_SHADOWS
- TRANSFER_VERTEX_TO_FRAGMENT( o );
- #endif
- return o;
- }
- // Overlay blend
- inline float3_t GetOverlayColor( float3_t inUpper, float3_t inLower )
- {
- float3_t oneMinusLower = float3_t( 1.0, 1.0, 1.0 ) - inLower;
- float3_t valUnit = 2.0 * oneMinusLower;
- float3_t minValue = 2.0 * inLower - float3_t( 1.0, 1.0, 1.0 );
- float3_t greaterResult = inUpper * valUnit + minValue;
- float3_t lowerResult = 2.0 * inLower * inUpper;
- half3 lerpVals = round(inLower);
- return lerp(lowerResult, greaterResult, lerpVals);
- }
- #ifdef ENABLE_NORMAL_MAP
- // Compute normal from normal map
- inline float3_t GetNormalFromMap( v2f input )
- {
- float3_t normalVec = normalize( tex2D( _NormalMapSampler, input.uv ).xyz * 2.0 - 1.0 );
- float3x3_t localToWorldTranspose = float3x3_t(
- input.tangent,
- input.binormal,
- input.normal
- );
-
- normalVec = normalize( mul( normalVec, localToWorldTranspose ) );
- return normalVec;
- }
- #endif
- // Fragment shader
- float4 frag( v2f i ) : COLOR
- {
- float4_t diffSamplerColor = tex2D( _MainTex, i.uv.xy );
- #ifdef ENABLE_NORMAL_MAP
- float3_t normalVec = GetNormalFromMap( i );
- #else
- float3_t normalVec = i.normal;
- #endif
- // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient
- float_t normalDotEye = dot( normalVec, i.eyeDir.xyz );
- float_t falloffU = clamp( 1.0 - abs( normalDotEye ), 0.02, 0.98 );
- float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) );
- float3_t shadowColor = diffSamplerColor.rgb * diffSamplerColor.rgb;
- float3_t combinedColor = lerp( diffSamplerColor.rgb, shadowColor, falloffSamplerColor.r );
- combinedColor *= ( 1.0 + falloffSamplerColor.rgb * falloffSamplerColor.a );
- // Specular
- // Use the eye vector as the light vector
- float4_t reflectionMaskColor = tex2D( _SpecularReflectionSampler, i.uv.xy );
- float_t specularDot = dot( normalVec, i.eyeDir.xyz );
- float4_t lighting = lit( normalDotEye, specularDot, _SpecularPower );
- float3_t specularColor = saturate( lighting.z ) * reflectionMaskColor.rgb * diffSamplerColor.rgb;
- combinedColor += specularColor;
-
- // Reflection
- float3_t reflectVector = reflect( -i.eyeDir.xyz, normalVec ).xzy;
- float2_t sphereMapCoords = 0.5 * ( float2_t( 1.0, 1.0 ) + reflectVector.xy );
- float3_t reflectColor = tex2D( _EnvMapSampler, sphereMapCoords ).rgb;
- reflectColor = GetOverlayColor( reflectColor, combinedColor );
- combinedColor = lerp( combinedColor, reflectColor, reflectionMaskColor.a );
- combinedColor *= _Color.rgb * _LightColor0.rgb;
- float opacity = diffSamplerColor.a * _Color.a * _LightColor0.a;
- #ifdef ENABLE_CAST_SHADOWS
- // Cast shadows
- shadowColor = _ShadowColor.rgb * combinedColor;
- float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 );
- combinedColor = lerp( shadowColor, combinedColor, attenuation );
- #endif
- // Rimlight
- float_t rimlightDot = saturate( 0.5 * ( dot( normalVec, i.lightDir ) + 1.0 ) );
- falloffU = saturate( rimlightDot * falloffU );
- falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r;
- float3_t lightColor = diffSamplerColor.rgb; // * 2.0;
- combinedColor += falloffU * lightColor;
- return float4( combinedColor, opacity );
- }
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