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198 lines
4.4 KiB
198 lines
4.4 KiB
//2012.03.12 |
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//2012.04.05 |
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//2013.06.26 |
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//2013.07.05 |
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Shader "@MGKJ_Base" |
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{ |
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Properties |
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{ |
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_SpecColor0("Specular Color", Color) = (0,0,0,1) |
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_Shininess("Shininess", Range(0,1) ) = 0.5 |
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_Color ("Main Color", Color) = (0,0,0,1) |
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_MainTex ("DiffuseMap", 2D) = "white" {} |
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_globalInfluence("Global Influence", Range(0,1) ) = 1 |
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_brightness("Brightness", Range(1,5) ) = 1 |
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_contrast("Contrast", Range(1,2.5) ) = 1 |
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_lightmap_color("Lighting Color", Color) = (0,0,0,1) |
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_LightMap ("SecondMap (CompleteMap or LightMap)", 2D) = "white" {} |
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_changeType ("<<<HDR Type *** NoHDR>>>", Range(0,1)) =0 |
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_SelectColor ("Outline Color", Color) = (0.2,0.6,0.8,0) |
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_SelectColorAlpha("Select Color Alpha",Range(0,1) ) = 0 |
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} |
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SubShader { |
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Tags { "RenderType"="Opaque"} |
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LOD 200 |
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CGPROGRAM |
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#pragma surface surf BlinnPhong_wjm finalcolor:mycolor |
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#pragma multi_compile_fwdadd_fullshadows |
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#pragma target 3.0 |
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#pragma profileoption MaxTexIndirections=64 |
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// #pragma debug |
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float4x4 _RotateUVM; |
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float _GLOBALBRIGHTNESS; |
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float _GLOBALCONTRASR; |
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float depth_bias; |
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float border_clamp; |
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float _changeType; |
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float4 _SpecColor0; |
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float _Parallax; |
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float _Shininess; |
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float _brightness; |
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float _contrast; |
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float4 _Color; |
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float4 _lightmap_color; |
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float4 _lightmap_color2; |
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// float _reflect_blender; |
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// float _fresnel_ctrl; |
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sampler2D _MainTex; |
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// sampler2D _BumpMap; |
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sampler2D _LightMap; |
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// sampler2D _LightMap2; |
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// sampler2D _relaxedcone_relief_map; |
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// samplerCUBE _Cube; |
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float4 _SelectColor; |
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float _SelectColorAlpha; |
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float _globalInfluence; |
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struct Input { |
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float2 uv_MainTex; |
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// float2 uv_BumpMap; |
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float2 uv2_LightMap; |
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}; |
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struct SurfaceOutput_wjm |
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{ |
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half3 Albedo; |
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half3 Normal; |
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half3 Emission; |
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half3 Gloss; |
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half Specular; |
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half Alpha; |
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}; |
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inline half4 LightingBlinnPhong_wjm_PrePass (SurfaceOutput_wjm s, half4 light) |
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{ |
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half3 spec = light.a * s.Gloss; |
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half4 c; |
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c.rgb = (s.Albedo * light.rgb + light.rgb * spec); |
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c.a = s.Alpha; |
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return c; |
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} |
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inline half4 LightingBlinnPhong_wjm (SurfaceOutput_wjm s, half3 lightDir, half3 viewDir, half atten) |
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{ |
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half3 h = normalize (lightDir + viewDir); |
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half diff = max (0, dot ( lightDir, s.Normal )); |
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float nh = max (0, dot (s.Normal, h)); |
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float spec = pow (nh, s.Specular*128.0); |
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half4 lightPower; |
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lightPower.rgb = _LightColor0.rgb * diff; |
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lightPower.w = spec * Luminance (_LightColor0.rgb); |
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lightPower *= atten * 2.0; |
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half4 c; |
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c.rgb = (s.Albedo * lightPower.rgb + lightPower.rgb * spec*s.Gloss); |
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c.a = 1; |
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return c; |
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} |
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void mycolor (Input IN, SurfaceOutput_wjm o, inout fixed4 color) |
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{ |
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// color *= _lightmap_color; |
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color += _SelectColor*_SelectColorAlpha; |
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} |
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inline float3 DecodeLightmap2( float4 color ) |
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{ |
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#if defined(SHADER_API_GLES) && defined(SHADER_API_MOBILE) |
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return 2.0 * color.rgb; |
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#else |
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// potentially faster to do the scalar multiplication |
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// in parenthesis for scalar GPUs |
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// return pow((8.0 * color.a),2.2) * color.rgb; |
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return pow((_GLOBALBRIGHTNESS*_globalInfluence+_brightness)* lerp(8.0 * color.a,1,_changeType)* color.rgb,_contrast+_GLOBALCONTRASR*_globalInfluence); |
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#endif |
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} |
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void surf (Input IN, inout SurfaceOutput_wjm o) |
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{ |
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// float3 p,v; |
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// setup_ray(IN,p,v); |
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// ray_intersect_relaxedcone(_relaxedcone_relief_map,p,v); |
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IN.uv_MainTex=mul(IN.uv_MainTex.xyxy, _RotateUVM).xy; |
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o.Normal = float3(0.0,0.0,1.0); |
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// o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); |
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// o.Normal = tex2D(_relaxedcone_relief_map,p.xy).xyz; |
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float4 Tex2D0=tex2D(_MainTex,IN.uv_MainTex); |
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float4 Tex2D1=0; |
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// Tex2D1+=_lightmap_color*pow(_brightness.xxxx +tex2D(_LightMap,(IN.uv2_LightMap).xy),_contrast.xxxx)- _brightness.xxxx; |
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Tex2D1+=_lightmap_color*float4(DecodeLightmap2(tex2D(_LightMap,(IN.uv2_LightMap).xy)),1); |
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// float3 worldRefl = WorldReflectionVector (IN, o.Normal); |
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// fixed4 cubeColor = texCUBE (_Cube, IN.worldRefl); |
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// float fresnel_intensity=1-clamp(pow((max(0,dot (normalize(IN.viewDir), o.Normal))),-_fresnel_ctrl).xxxx,0,1); |
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float3 diffuseColor=Tex2D0; |
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o.Albedo=_Color.rgb*diffuseColor; |
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// o.Albedo=_Color.rgb*Tex2D0; |
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o.Emission=Tex2D1.rgb*diffuseColor; |
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o.Specular=_Shininess ; |
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o.Gloss =Tex2D0.a*_SpecColor0; |
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o.Alpha = Tex2D0.a * _Color.a; |
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o.Normal=normalize(o.Normal); |
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} |
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ENDCG |
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} |
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FallBack "Diffuse" |
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}
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