167 lines
4.6 KiB
Plaintext
167 lines
4.6 KiB
Plaintext
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Shader "Sine Wave/Modern/Adam's Hair Shader 1.0" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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_TangentMap("Tangent Map (RG)", 2D) = "white" {}
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_Fresnel ("Fresnel Power", Range(0,30)) = 1.0
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_FresnelDamp ("Fresnel Damp", Range(0,1)) = 1.0
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_Anisotropy ("Anisotropy", Range(0,1)) = 1.0
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_Distortion ("Translucent Distortion", Range(0,5)) = 1.0
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_Scale ("Translucent Scale", Range(0,5)) = 1.0
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_Power ("Translucent Power", Range(0,5)) = 1.0
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_Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
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}
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SubShader {
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Tags { "RenderType"="Transparent" "Queue"="Transparent"}
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LOD 200
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Cull Front
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CGPROGRAM
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#include "UnityCG.cginc"
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#include "CGIncludes/UnityAnisotropicBRDF.cginc"
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#include "CGIncludes/UnityAnisotropicLighting.cginc"
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#include "CGIncludes/UnityTranslucentLighting.cginc"
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#define UNITY_BRDF_PBS BRDF_Unity_Anisotropic
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface AnisotropicSurface StandardTranslucent vertex:vert fullforwardshadows alphatest:_Cutoff nolightmap
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _MainTex;
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sampler2D _TangentMap;
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float _Anisotropy;
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//Vertex struct
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struct Input
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{
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float2 uv_MainTex;
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float3 normal;
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float3 viewDir;
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float3 normalDir;
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float3 tangentDir;
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float3 bitangentDir;
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};
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//Vertex shader
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void vert(inout appdata_full v, out Input o)
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{
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v.normal *= -1;
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UNITY_INITIALIZE_OUTPUT(Input, o);
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//Normal 2 World
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o.normalDir = normalize(UnityObjectToWorldNormal(v.normal));
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//Tangent 2 World
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float3 tangentMul = normalize(mul(unity_ObjectToWorld, v.tangent.xyz));
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o.tangentDir = float4(tangentMul, v.tangent.w);
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// Bitangent
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o.bitangentDir = cross(o.normalDir, o.tangentDir);
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}
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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void AnisotropicSurface (Input IN, inout SurfaceOutputStandardAnisotropic o)
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{
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c;
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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o.Anisotropy = _Anisotropy;
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float3x3 worldToTangent;
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worldToTangent[0] = float3(1, 0, 0);
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worldToTangent[1] = float3(0, 1, 0);
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worldToTangent[2] = float3(0, 0, 1);
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float3 tangentTS = tex2D(_TangentMap, IN.uv_MainTex);
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float3 tangentTWS = mul(tangentTS, worldToTangent);
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float3 fTangent;
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if (tangentTS.z < 1)
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fTangent = tangentTWS;
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else
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fTangent = IN.tangentDir;
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o.WorldVectors = float3x3(fTangent, IN.bitangentDir, IN.normalDir);
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}
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ENDCG
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Cull Back
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CGPROGRAM
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#include "UnityCG.cginc"
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#include "CGIncludes/UnityAnisotropicBRDF.cginc"
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#include "CGIncludes/UnityAnisotropicLighting.cginc"
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#include "CGIncludes/UnityTranslucentLighting.cginc"
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#define UNITY_BRDF_PBS BRDF_Unity_Anisotropic
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface AnisotropicSurface StandardTranslucent vertex:vert fullforwardshadows alpha:fade nolightmap
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _MainTex;
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sampler2D _TangentMap;
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float _Anisotropy;
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//Vertex struct
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struct Input
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{
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float2 uv_MainTex;
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float3 normal;
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float3 viewDir;
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float3 normalDir;
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float3 tangentDir;
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float3 bitangentDir;
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};
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//Vertex shader
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void vert(inout appdata_full v, out Input o)
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{
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UNITY_INITIALIZE_OUTPUT(Input, o);
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//Normal 2 World
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o.normalDir = normalize(UnityObjectToWorldNormal(v.normal));
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//Tangent 2 World
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float3 tangentMul = normalize(mul(unity_ObjectToWorld, v.tangent.xyz));
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o.tangentDir = float4(tangentMul, v.tangent.w);
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// Bitangent
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o.bitangentDir = cross(o.normalDir, o.tangentDir);
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}
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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void AnisotropicSurface (Input IN, inout SurfaceOutputStandardAnisotropic o)
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{
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c;
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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o.Anisotropy = _Anisotropy;
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float3x3 worldToTangent;
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worldToTangent[0] = float3(1, 0, 0);
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worldToTangent[1] = float3(0, 1, 0);
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worldToTangent[2] = float3(0, 0, 1);
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float3 tangentTS = tex2D(_TangentMap, IN.uv_MainTex);
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float3 tangentTWS = mul(tangentTS, worldToTangent);
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float3 fTangent;
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if (tangentTS.z < 1)
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fTangent = tangentTWS;
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else
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fTangent = IN.tangentDir;
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o.WorldVectors = float3x3(fTangent, IN.bitangentDir, IN.normalDir);
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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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