ro-webgl/Assets/Shaders/CreateRole/DefaultShader(Cutout)_createrole.shader
2021-12-21 09:40:39 +08:00

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Shader "Scene/Cutout/DefaultShader_createrole" {
Properties
{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Main Texture", 2D) = "white" {}
_Strength("Strength", Range(0, 2)) = 2
_ClrStrength("ClrStrength", Range(0, 1.7)) = 1.7
_ShadowStrength("ShadowStrength", Range(0, 1)) = 0
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader
{
Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
Pass
{
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile_fwdbase
#include "HLSLSupport.cginc"
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
fixed _Strength;
half _ClrStrength;
half _ShadowStrength;
fixed _Cutoff;
struct V2f {
fixed4 pos : SV_POSITION;
fixed2 uv0 : TEXCOORD0;
#ifndef LIGHTMAP_ON
fixed3 normal : TEXCOORD1;
#endif
#ifdef LIGHTMAP_ON
float2 lmap : TEXCOORD2;
#endif
#ifndef LIGHTMAP_ON
fixed3 vlight : TEXCOORD2;
#endif
LIGHTING_COORDS(3,4)
UNITY_FOG_COORDS(5)
UNITY_VERTEX_OUTPUT_STEREO
};
V2f vert(appdata_full v) {
V2f o;
o.uv0 = TRANSFORM_TEX(v.texcoord, _MainTex);
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 normalDir = worldNormal;
o.pos = UnityObjectToClipPos(v.vertex);
#ifdef LIGHTMAP_ON
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
#ifndef LIGHTMAP_ON
o.normal = worldNormal;
#endif
#ifndef LIGHTMAP_ON
fixed3 lightDirection = _WorldSpaceLightPos0.xyz;
o.vlight = lerp(max(0,dot(lightDirection, normalDir))*_LightColor0,UNITY_LIGHTMODEL_AMBIENT.rgb,0.2 );
#endif
TRANSFER_VERTEX_TO_FRAGMENT(o);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
fixed4 frag(V2f i) : SV_Target{
fixed4 mainTextColor = tex2D(_MainTex, i.uv0) * _Color;
fixed4 mainColor = mainTextColor * _ClrStrength;
fixed atten = LIGHT_ATTENUATION(i);
fixed4 col = 0;
#ifdef LIGHTMAP_ON
fixed3 lm = DecodeLightmap (UNITY_SAMPLE_TEX2D(unity_Lightmap, i.lmap.xy));
#ifdef SHADOWS_SCREENqq
col.rgb = mainColor.rgb * min(lm, atten*2);
#else
col.rgb = mainColor.rgb * lm;
#endif
fixed4 mixCol = mainColor + col;
// 为了让阴影表现明显一些, 使用HSV值的v值来判断阴影部分
half v = max(max(col.r, col.g), col.b);
fixed4 shadowCol = lerp(col, mixCol, v);
col.rgb = lerp(mixCol, shadowCol, _ShadowStrength).rgb;
#else
col.rgb = mainColor.rgb * i.vlight * atten;
col.rgb = mainColor.rgb + col.rgb;
#endif
col.rgb = col.rgb * _Strength;
col.a = mainTextColor.a;
clip(col.a - _Cutoff);
UNITY_APPLY_FOG(i.fogCoord, col);
UNITY_OPAQUE_ALPHA(col.a);
return col;
}
ENDCG
} //normal pass
}
FallBack "Legacy Shaders/Transparent/Cutout/Diffuse"
}