105 lines
3.4 KiB
Plaintext
105 lines
3.4 KiB
Plaintext
Shader "Unlit URP Shader"
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{
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Properties
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{
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_HeadColor("HeadColor",color)=(1,1,1,1)
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_TailColor("TailColor",color)=(1,1,1,1)
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_Value("Value",Range(0,1))=0.5
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_SpPow("SpPow",float)=1
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_SpScale("SpScale",float)=1
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_FPow("FPow",float)=1
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_FScale("Fscale",float)=1
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
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LOD 100
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Pass
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{
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Name "Unlit"
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Tags { "LightMode"="UniversalForward"}
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Blend SrcAlpha OneMinusSrcAlpha
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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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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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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float3 normal:NORMAL;
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float3 wpos:TEXCOORD1;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 normal:TEXCOORD1;
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float3 wpos:TEXCOORD2;
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};
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CBUFFER_START(UnityPerMaterial)
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float _Value;
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float4 _HeadColor;
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float4 _TailColor;
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float _SpPow;
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float _SpScale;
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float _FPow;
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float _FScale;
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CBUFFER_END
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TEXTURE2D (_BaseMap);SAMPLER(sampler_BaseMap);
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Varyings vert(Attributes v)
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{
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Varyings o = (Varyings)0;
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o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
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o.uv =v.uv;
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o.normal=TransformObjectToWorldNormal(v.normal);
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o.wpos=TransformObjectToWorld(v.positionOS);
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return o;
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}
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half4 frag(Varyings i) : SV_Target
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{
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half4 c;
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float3 LDir=normalize(_MainLightPosition);
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float3 VDir=normalize(_WorldSpaceCameraPos-i.wpos);
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float NdL=dot(i.normal,LDir)*0.5+0.5;
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float NdH=pow(saturate(dot(i.normal,normalize(LDir+VDir))),_SpPow)*_SpScale;
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float NdV=pow(saturate(dot(i.normal,VDir)),_FPow);
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float F=(1-NdV)*_FScale;
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c.rgba=lerp(_TailColor,_HeadColor,step(_Value,i.uv.y));
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float3 specular=c.rgb*NdH;
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c.rgb=c.rgb*NdL+specular+F.xxx;
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//c.rgb=F.xxxx;
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//c.rgb = MixFog(c.rgb, i.fogCoord);
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return c;
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}
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ENDHLSL
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}
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}
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} |