角色头发.jpg
头发材质面板.jpg
Properties
{
_AnisoOffset ("Anisotropic Highlight Offset", Range(-1,1)) = 0.0
_Gloss ( "Gloss Multiplier", float) = 128.0
_MainTex ("Diffuse (RGB) Alpha (A)", 2D) = "white" {}
_Color ("Main Color", Color) = (1,1,1,1)
_BumpMap ("Normal Map", 2D) = "bump" {}
_BumpPower ("Bump Power (from 3 to .01 ( 1 = use map)", float) = 1
_SpecularPower("Specular Power", float) = 1.0
_SpecularTex ("Specular (R) Gloss (G) Anisotropic Mask (B)", 2D) = "gray" {}
_SpecularColor ("Specular Color", Color) = (1,1,1,1)
//_CombTex ("Comb Normal Map", 2D) = "bump" {}
_Cutoff ("Alpha Cut-Off Threshold", Range(0,1)) = 0.95
_BlendAlphaCut ("Blended Area Alpha Cut-Off Threshold", Range(-1,1)) = 0
//_AOPower ("Ambient Occlusion Power", float) = 1
//_AOTex ("Ambient Occlussion Map", 2D) = "black" {}
_RimMultiplier( "Rim Exponent", float) = 2
_RimStrength("Rim Light Strength", float) = 0
_RimColor("Rim Color", Color) = (1,1,1,1)
//_ColorMaskTex ("Color Mask (RGBA)", 2D) = "black" {}
//_ColorR("Color Tint R Mask Channel", Color) = (1, 1, 1, 1)
//_ColorG("Color Tint G Mask Channel", Color) = (1, 1, 1, 1)
//_ColorB("Color Tint B Mask Channel", Color) = (1, 1, 1, 1)
//_ColorA("Color Tint A Mask Channel", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
Cull Off
//change Transparent to Geometry to recieve shadows but will not be transparent with Environment!
Pass {
Tags { "LightMode"="ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
// Blend Off
// ZWrite on
#pragma shader_feature ANISO_BUMP_OFF ANISO_BUMP_ON
#pragma shader_feature ANISO_RIM_OFF ANISO_RIM_ON
#pragma shader_feature ANISO_AO_OFF ANISO_AO_ON
#pragma shader_feature ANISO_COLORIZER_OFF ANISO_COLORIZER_ON
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
float4 TtoW0 : TEXCOORD1;
float4 TtoW1 : TEXCOORD2;
float4 TtoW2 : TEXCOORD3;
//SHADOW_COORDS(4)
};
sampler2D _MainTex, _SpecularTex, _BumpMap, _CombTex, _AOTex, _ColorMaskTex;
float _Cutoff, _SpecularPower, _BumpPower, _AOPower, _RimStrength, _RimMultiplier, _AnisoOffset, _Gloss, _BlendAlphaCut;
fixed4 _SpecularColor, _Color, _ColorR, _ColorG, _ColorB, _ColorA, _RimColor, _MainTex_ST, _BumpMap_ST;
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
o.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
TANGENT_SPACE_ROTATION;
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
//TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i) : SV_Target {
float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv.zw));
bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));
bump.z = bump.z * _BumpPower;
fixed4 albedo = fixed4(tex2D(_MainTex, i.uv.xy) * _Color);
clip ( albedo.a - _Cutoff );
fixed3 spec = tex2D(_SpecularTex, i.uv.xy).rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo.rgb;
//fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(bump, lightDir));
fixed3 halfDir = normalize( lightDir + viewDir);
fixed HdotA = dot(bump, halfDir);
float aniso = max(0, sin(radians((HdotA + _AnisoOffset) * 180)));
float specularcolor = saturate(dot(bump, halfDir));
float specu = pow ( max (0, dot (bump, halfDir)), spec.r*128.0) * spec.g;
specularcolor = saturate(pow(lerp(specularcolor, aniso, spec.b), spec.g * _Gloss) * specu)*_SpecularColor;
fixed rim = 1.0 - saturate(dot (normalize(viewDir), bump));
fixed3 rimcolor = _RimColor.rgb * _RimStrength * pow (rim, _RimMultiplier);
half3 diff = saturate ( lerp ( .25, 1, max(0, dot(bump, lightDir))));
//fixed3 specular = _LightColor0.rgb * _SpecularColor.rgb * pow(max(0, dot(bump, halfDir)), _Gloss);
//UNITY_LIGHT_ATTENUATION(atten, i, worldPos);
return fixed4( diff * albedo.rgb + (specularcolor * _SpecularPower) * 2 * _LightColor0.rgb * max(0, dot(bump, lightDir)) +rimcolor ,albedo.a * step(_BlendAlphaCut, albedo.a));
//return fixed4(ambient + (diffuse + specular) , 1.0);
//return fixed4(rimcolor*half3(1,1,1),1.0);
}
ENDCG
}
}