309 lines
8.1 KiB
HLSL
309 lines
8.1 KiB
HLSL
#include "UnityCG.cginc"
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// DEFINES, CONSTRUCTORS AND STRUCTS
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sampler2D _MainTex;
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half4 _MainTex_ST;
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// Color, brightness and contrast
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#if COLOR_ON
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half4 _Color;
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half _Brightness;
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half _Contrast;
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#endif
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// Phong point light
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#if PHONG_ON
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uniform half4 _PointLightColor;
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uniform half3 _PointLightPosition;
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half _AmbiencePower;
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half _SpecularPower;
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half _DiffusePower;
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#endif
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// Detail map
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#if DETAIL_ON
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sampler2D _DetailMap;
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half _DetailStrength;
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#endif
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// Detail mask
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#if DETAIL_ON && DETAIL_MASK_ON
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sampler2D _DetailMask;
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#endif
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// Emission map
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#if EMISSION_ON
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sampler2D _EmissionMap;
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half _EmissionStrength;
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#endif
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// Normal map
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#if NORMAL_ON
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sampler2D _NormalMap;
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#endif
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struct appdata
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{
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float4 vertex : POSITION;
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half2 texcoord : TEXCOORD0;
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#if PHONG_ON
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float4 normal : NORMAL;
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#endif
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#if NORMAL_ON
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float4 tangent : TANGENT;
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#endif
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};
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struct appdata_lm
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{
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float4 vertex : POSITION;
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half2 texcoord : TEXCOORD0;
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half2 texcoord_lm : TEXCOORD1;
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#if PHONG_ON
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float4 normal : NORMAL;
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#endif
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#if NORMAL_ON
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float4 tangent : TANGENT;
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#endif
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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half2 uv_main : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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#if PHONG_ON
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float4 worldVertex : TEXCOORD2; // worldPos
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#endif
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#if PHONG_ON || NORMAL_ON
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half3 worldNormal : TEXCOORD3;
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#endif
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#if NORMAL_ON
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// these three vectors will hold a 3x3 rotation matrix
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// that transforms from tangent to world space
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half3 tspace0 : TEXCOORD4; // tangent.x, bitangent.x, normal.x
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half3 tspace1 : TEXCOORD5; // tangent.y, bitangent.y, normal.y
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half3 tspace2 : TEXCOORD6; // tangent.z, bitangent.z, normal.z
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#endif
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};
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struct v2f_lm
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{
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float4 vertex : SV_POSITION;
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half2 uv_main : TEXCOORD0;
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half2 uv_lm : TEXCOORD1;
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UNITY_FOG_COORDS(2)
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#if PHONG_ON
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float4 worldVertex : TEXCOORD3;
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#endif
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#if PHONG_ON || NORMAL_ON
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half3 worldNormal : TEXCOORD4;
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#endif
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#if NORMAL_ON
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// these three vectors will hold a 3x3 rotation matrix
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// that transforms from tangent to world space
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half3 tspace0 : TEXCOORD5; // tangent.x, bitangent.x, normal.x
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half3 tspace1 : TEXCOORD6; // tangent.y, bitangent.y, normal.y
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half3 tspace2 : TEXCOORD7; // tangent.z, bitangent.z, normal.z
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#endif
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};
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// VERTEX SHADERS
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if PHONG_ON
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o.worldVertex = mul(unity_ObjectToWorld, v.vertex);
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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#endif
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#if NORMAL_ON
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half3 wTangent = UnityObjectToWorldDir(v.tangent.xyz);
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// compute bitangent from cross product of normal and tangent
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half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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half3 wBitangent = cross(o.worldNormal, wTangent) * tangentSign;
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// output the tangent space matrix
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o.tspace0 = half3(wTangent.x, wBitangent.x, o.worldNormal.x);
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o.tspace1 = half3(wTangent.y, wBitangent.y, o.worldNormal.y);
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o.tspace2 = half3(wTangent.z, wBitangent.z, o.worldNormal.z);
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#endif
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o.uv_main = TRANSFORM_TEX(v.texcoord, _MainTex);
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UNITY_TRANSFER_FOG(o, o.vertex);
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return o;
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}
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v2f_lm vert_lm(appdata_lm v)
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{
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v2f_lm o;
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o.vertex = UnityObjectToClipPos(v.vertex); // XXX: Is this efficient?
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#if PHONG_ON
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o.worldVertex = mul(unity_ObjectToWorld, v.vertex);
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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#endif
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#if NORMAL_ON && PHONG_ON
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half3 wTangent = UnityObjectToWorldDir(v.tangent.xyz);
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// compute bitangent from cross product of normal and tangent
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half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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half3 wBitangent = cross(o.worldNormal, wTangent) * tangentSign;
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// output the tangent space matrix
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o.tspace0 = half3(wTangent.x, wBitangent.x, o.worldNormal.x);
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o.tspace1 = half3(wTangent.y, wBitangent.y, o.worldNormal.y);
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o.tspace2 = half3(wTangent.z, wBitangent.z, o.worldNormal.z);
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#endif
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o.uv_main = TRANSFORM_TEX(v.texcoord, _MainTex);
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// lightmapped uv
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o.uv_lm = v.texcoord_lm.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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UNITY_TRANSFER_FOG(o, o.vertex);
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return o;
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}
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// FRAGMENT SHADERS
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#if COLOR_ON
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// Fix the brightness, contrast and color
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half4 bcc(half4 main_color)
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{
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main_color.rgb /= main_color.a;
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main_color.rgb = ((main_color.rgb - 0.5f) * max(_Contrast, 0)) + 0.5f;
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main_color.rgb += _Brightness * 0.05;
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main_color.rgb *= main_color.a;
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//main_color.rgb = lerp(main_color.rgb, _Color.rgb, _Color.a);
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main_color *= _Color;
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return main_color;
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}
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#endif
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fixed4 frag(v2f i) : SV_Target
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{
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half4 returnColor = tex2D(_MainTex, i.uv_main);
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#if DETAIL_ON
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half4 mask = half4(1, 1, 1, 1);
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#endif
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#if DETAIL_ON && DETAIL_MASK_ON
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mask = tex2D(_DetailMask, i.uv_main);
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#endif
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#if DETAIL_ON
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half4 detailMap = tex2D(_DetailMap, i.uv_main) * mask;
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const fixed3 constantList = fixed3(1.0, 0.5, 0.0);
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returnColor = (returnColor + _DetailStrength*detailMap) * constantList.xxxz + (returnColor + _DetailStrength*detailMap) * constantList.zzzy;
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#endif
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#if EMISSION_ON
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returnColor += tex2D(_EmissionMap, i.uv_main)*_EmissionStrength*0.2;
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#endif
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#if NORMAL_ON
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// sample the normal map, and decode from the Unity encoding
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half3 tnormal = UnpackNormal(tex2D(_NormalMap, i.uv_main));
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// transform normal from tangent to world space
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half3 worldNormal;
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worldNormal.x = dot(i.tspace0, tnormal);
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worldNormal.y = dot(i.tspace1, tnormal);
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worldNormal.z = dot(i.tspace2, tnormal);
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float3 normal = normalize(worldNormal);
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#endif
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#if !NORMAL_ON && PHONG_ON
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float3 normal = normalize(i.worldNormal.xyz);
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#endif
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#if PHONG_ON
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float3 localCoords = i.worldVertex.xyz;
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// ambient intensities
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half3 amb = returnColor.rgb * unity_AmbientSky * _AmbiencePower;
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// diffuse intensities
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half3 L = normalize(_PointLightPosition - localCoords);
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half LdotN = dot(L, normal);
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half3 dif = _PointLightColor.rgb * returnColor.rgb * saturate(LdotN) * _DiffusePower;
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// specular intensities
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half3 V = normalize(_WorldSpaceCameraPos - localCoords);
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half3 H = normalize(V+L);
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half3 spe = _PointLightColor.rgb * pow(saturate(dot(normal, H)), 25) * _SpecularPower;
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returnColor.rgb = lerp(returnColor.rgb, amb.rgb+dif.rgb+spe.rgb, _PointLightColor.a);
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#endif
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UNITY_APPLY_FOG(i.fogCoord, returnColor);
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#if COLOR_ON
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returnColor = bcc(returnColor);
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#endif
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return returnColor;
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}
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fixed4 frag_lm(v2f_lm i) : SV_Target
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{
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half4 returnColor = tex2D(_MainTex, i.uv_main);
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#if DETAIL_ON
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half4 mask = half4(1, 1, 1, 1);
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#endif
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#if DETAIL_ON && DETAIL_MASK_ON
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mask = tex2D(_DetailMask, i.uv_main);
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#endif
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#if DETAIL_ON
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half4 detailMap = tex2D(_DetailMap, i.uv_main) * mask;
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const fixed3 constantList = fixed3(1.0, 0.5, 0.0);
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returnColor = (returnColor + _DetailStrength*detailMap) * constantList.xxxz + (returnColor + _DetailStrength*detailMap) * constantList.zzzy;
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#endif
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#if EMISSION_ON
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returnColor += tex2D(_EmissionMap, i.uv_main)*_EmissionStrength/5;
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#endif
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returnColor.rgb *= DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv_lm));
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#if NORMAL_ON
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// sample the normal map, and decode from the Unity encoding
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half3 tnormal = UnpackNormal(tex2D(_NormalMap, i.uv_main));
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// transform normal from tangent to world space
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half3 worldNormal;
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worldNormal.x = dot(i.tspace0, tnormal);
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worldNormal.y = dot(i.tspace1, tnormal);
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worldNormal.z = dot(i.tspace2, tnormal);
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float3 normal = normalize(worldNormal);
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#endif
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#if !NORMAL_ON && PHONG_ON
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float3 normal = normalize(i.worldNormal.xyz);
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#endif
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#if PHONG_ON
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float3 localCoords = i.worldVertex.xyz;
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// ambient intensities
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half3 amb = returnColor.rgb * unity_AmbientSky * _AmbiencePower;
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// diffuse intensities
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half3 L = normalize(_PointLightPosition - localCoords);
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half LdotN = dot(L, normal);
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half3 dif = _PointLightColor.rgb * returnColor.rgb * saturate(LdotN) * _DiffusePower;
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// specular intensities
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half3 V = normalize(_WorldSpaceCameraPos - localCoords);
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half3 H = normalize(V+L);
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half3 spe = _PointLightColor.rgb * pow(saturate(dot(normal, H)), 25) * _SpecularPower;
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returnColor.rgb = lerp(returnColor.rgb, amb.rgb+dif.rgb+spe.rgb, _PointLightColor.a);
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#endif
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UNITY_APPLY_FOG(i.fogCoord, returnColor);
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#if COLOR_ON
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returnColor = bcc(returnColor);
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#endif
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return returnColor;
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}
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// SURFACE SHADERS
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