天津23维预案
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//2012.03.10
//2013.06.26
Shader "@MGKJ_Cubemap"
{
Properties
{
_SpecColor2("Specular Color", Color) = (0,0,0,1)
_Shininess("Shininess", Range(0,1) ) = 0.5
_Color ("Main Color", Color) = (0,0,0,1)
_MainTex ("DiffuseMap", 2D) = "white" {}
_globalInfluence("Global Influence", Range(0,1) ) = 1
_brightness("Brightness", Range(1,5) ) = 1
_contrast("Contrast", Range(1,2.5) ) = 1
_lightmap_color("Lighting Color", Color) = (1,1,1,1)
_LightMap ("SecondMap (CompleteMap or LightMap)", 2D) = "white" {}
_changeType ("<<<HDR Type *** NoHDR>>>", Range(0,1)) =0
// _NormalDeepth ("Normal Deepth", Range(-1,2) ) = 0.5
_CubeMap ("Reflection Cubemap", Cube) = "black" {}
_Reflect("Reflect Blender", range (0,1)) = 0.5
_FresnelPower("Fresnel", range (-5,0)) = -1
_FresnelBias ("Fresnel Bias", Range(0.015, 1)) = 0.015
// _Parallax ("Height", Range (-0.05, 0.05)) = 0.02
// _relaxedcone_relief_map ("relaxedcone", 2D ) = "white" {}
_SelectColor ("Outline Color", Color) = (0.2,0.6,0.8,0)
_SelectColorAlpha("Select Color Alpha",Range(0,1) ) = 0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf BlinnPhong_wjm finalcolor:mycolor
#pragma target 3.0
#pragma profileoption MaxTexIndirections=64
#define DEPTH_BIAS
#define BORDER_CLAMP
float4x4 _RotateUVM;
float _GLOBALBRIGHTNESS;
float _GLOBALCONTRASR;
float depth_bias;
float border_clamp;
float4 _SpecColor2;
float _Parallax;
float _Shininess;
float _brightness;
float _contrast;
float _NormalDeepth;
float4 _Color;
float4 _lightmap_color;
float _globalInfluence;
float _changeType;
float _Reflect;
float _FresnelPower;
float _FresnelBias;
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _LightMap;
sampler2D _relaxedcone_relief_map;
samplerCUBE _CubeMap;
float4 _SelectColor ;
float _SelectColorAlpha;
struct Input {
float2 uv_MainTex;
// float2 uv_BumpMap;
float2 uv2_LightMap;
float3 worldRefl;
float3 viewDir;
INTERNAL_DATA
};
struct SurfaceOutput_wjm
{
half3 Albedo;
half3 Normal;
half3 Emission;
half3 Gloss;
half Specular;
half Alpha;
};
inline half4 LightingBlinnPhong_wjm_PrePass (SurfaceOutput_wjm s, half4 light)
{
half3 spec = light.a * s.Gloss;
half4 c;
c.rgb = (s.Albedo * light.rgb + light.rgb * spec);
c.a = s.Alpha;
return c;
}
inline half4 LightingBlinnPhong_wjm (SurfaceOutput_wjm s, half3 lightDir, half3 viewDir, half atten)
{
half3 h = normalize (lightDir + viewDir);
half diff = max (0, dot ( lightDir, s.Normal ));
float nh = max (0, dot (s.Normal, h));
float spec = pow (nh, s.Specular*128.0);
half4 lightPower;
lightPower.rgb = _LightColor0.rgb * diff;
lightPower.w = spec * Luminance (_LightColor0.rgb);
lightPower *= atten * 2.0;
half4 c;
c.rgb = (s.Albedo * lightPower.rgb + lightPower.rgb * spec*s.Gloss);
c.a = s.Alpha;
return c;
}
void mycolor (Input IN, SurfaceOutput_wjm o, inout fixed4 color)
{
// color *= _lightmap_color;
color += _SelectColor*_SelectColorAlpha;
}
// setup ray pos and dir based on view vector
// and apply _Parallax bias and _Parallax factor
void setup_ray(Input IN,out float3 p,out float3 v)
{
p = float3(IN.uv_MainTex,0);
v = normalize(IN.viewDir);
v.z = abs(v.z);
#ifdef DEPTH_BIAS
float db = 1.0-v.z; db*=db; db*=db; db=1.0-db*db;
v.xy *= db;
#endif
v.xy *= _Parallax;
}
// ray intersect _Parallax map using binary cone space leaping
// _Parallax value stored in alpha channel (black is at object surface)
// and cone ratio stored in blue channel
void ray_intersect_relaxedcone(
sampler2D relaxedcone_relief_map,
inout float3 p,
inout float3 v)
{
const int cone_steps=10;
const int binary_steps=5;
float3 p0 = p;
v /= v.z;
float dist = length(v.xy);
for( int i=0;i<cone_steps;i++ )
{
float4 tex = tex2D(relaxedcone_relief_map, p.xy);
float height = saturate(tex.w - p.z);
float cone_ratio = tex.z;
p += v * (cone_ratio * height / (dist + cone_ratio));
}
v *= p.z*0.5;
p = p0 + v;
for( int i=0;i<binary_steps;i++ )
{
float4 tex = tex2D(relaxedcone_relief_map, p.xy);
v *= 0.5;
if (p.z<tex.w)
p+=v;
else
p-=v;
}
}
inline float3 DecodeLightmap2( float4 color )
{
#if defined(SHADER_API_GLES) && defined(SHADER_API_MOBILE)
return 2.0 * color.rgb;
#else
// potentially faster to do the scalar multiplication
// in parenthesis for scalar GPUs
// return pow((8.0 * color.a),2.2) * color.rgb;
return pow((_GLOBALBRIGHTNESS+_brightness)* lerp(8.0 * color.a,1,_changeType)* color.rgb,_contrast+_GLOBALCONTRASR);
#endif
}
void surf (Input IN, inout SurfaceOutput_wjm o)
{
// float3 p,v;
// setup_ray(IN,p,v);
// ray_intersect_relaxedcone(_relaxedcone_relief_map,p,v);
IN.uv_MainTex=mul(IN.uv_MainTex.xyxy, _RotateUVM).xy;
// o.Normal = tex2D(_relaxedcone_relief_map,p.xy).xyz;
float4 Tex2D0=tex2D(_MainTex,IN.uv_MainTex);
// float4 Tex2D1=pow(_brightness.xxxx +tex2D(_LightMap,(IN.uv2_LightMap).xy),_contrast.xxxx)- _brightness.xxxx;
float4 Tex2D1=0;
Tex2D1+=_lightmap_color*float4(DecodeLightmap2(tex2D(_LightMap,(IN.uv2_LightMap).xy)),1);
float3 worldRefl = WorldReflectionVector (IN, o.Normal);
// worldRefl=reflect(IN.viewDir,IN.worldRefl)
fixed4 cubeColor = texCUBE (_CubeMap, worldRefl)*min(2*dot(Tex2D1.rgb, fixed3(0.22, 0.707, 0.071) ),1);
float fresnel_intensity=1-clamp(pow((max(0,dot (normalize(IN.viewDir), o.Normal))),-_FresnelPower).xxxx,0,1);
fresnel_intensity= min(fresnel_intensity + _FresnelBias, 1.0f);
float3 diffuseColor=Tex2D0*Tex2D1;
float3 diffuseFinalcolor=lerp(diffuseColor,cubeColor,_Reflect*fresnel_intensity);
o.Albedo=_Color.rgb*diffuseFinalcolor;
// o.Albedo=_Color.rgb*Tex2D0;
o.Emission=_lightmap_color*diffuseFinalcolor;
o.Specular=_Shininess ;
o.Gloss =Tex2D0.a*_SpecColor2;
o.Alpha = Tex2D0.a * _Color.a;
}
ENDCG
}
FallBack "Diffuse"
}