Files
SimUL/Assets/UMA/Content/SkinShaders/Shader/SSS.shader
T
2025-01-07 18:54:46 +02:00

280 lines
10 KiB
GLSL

// Put together with Amplify's help.
Shader "Custom/Subsurface Scattering"
{
Properties
{
[Header(Standard)]
_Color ("Color", Color) = (1,1,1,1)
_MainTex("Albedo", 2D) = "white" {}
[NoScaleOffset][Normal]_BumpMap("Normal Map", 2D) = "bump" {}
_BumpScale ("Normal Scale", Float) = 1
[NoScaleOffset]_MetallicGlossMap("Metallic", 2D) = "black" {}
_GlossMapScale("Smoothness", Range(0, 1)) = 1.0
[Toggle(_)]_SmoothnessFromAlbedo("Smoothness stored in Albedo alpha", Float) = 0.0
[NoScaleOffset]_OcclusionMap("Occlusion", 2D) = "white" {}
_OcclusionStrength("Occlusion Strength", Range(0, 1)) = 1.0
[Enum(UV1, 0, UV2, 1)] _OcclusionUVSource("Occlusion UV Source", Float) = 0
[Header(Detail)]
[NoScaleOffset]_OverlayMap("Overlay", 2D) = "black" {}
_OverlayColor ("Overlay Color", Color) = (1,1,1,1)
[NoScaleOffset]_DetailMask("Detail Mask", 2D) = "white" {}
[Normal]_DetailBumpMap("Detail Normal Map", 2D) = "bump" {}
_DetailMetallicGlossMap("Detail Metallic", 2D) = "white" {}
_DetailBumpMapScale ("Detail Scale", Float) = 1
[Enum(UV1, 0, UV2, 1)] _SecondUVSource("Secondary UV Source", Float) = 0
[Header(SSS)]
[NoScaleOffset]_ThicknessMap("Thickness Map", 2D) = "black" {}
[Toggle(_)]_ThicknessMapInvert("Invert Thickness", Float) = 0.0
_ThicknessMapPower ("Thickness Map Power", Range(0.01, 10)) = 1
[Enum(UV1, 0, UV2, 1)] _ThicknessUVSource("Thickness UV Source", Float) = 0
[Toggle(_)]_ScatteringByAlbedo("Tint Scattering with Albedo", Float) = 0.0
_SSSCol ("Scattering Color", Color) = (1,1,1,1)
_SSSIntensity ("Scattering Intensity", Range(0, 10)) = 1
_SSSPow ("Scattering Power", Range(0.01, 10)) = 1
_SSSDist ("Scattering Distance", Range(0, 10)) = 1
_SSSAmbient ("Scattering Ambient Intensity", Range(0, 1)) = 0.1
[Header(System)]
[Enum(UnityEngine.Rendering.CullMode)] _CullMode("Cull Mode", Float) = 2
[ToggleOff(_SPECULARHIGHLIGHTS_OFF)]_SpecularHighlights ("Specular Highlights", Float) = 1.0
[ToggleOff(_GLOSSYREFLECTIONS_OFF)]_GlossyReflections ("Glossy Reflections", Float) = 1.0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] _texcoord2( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
Cull[_CullMode]
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
#ifdef UNITY_PASS_SHADOWCASTER
#undef INTERNAL_DATA
#undef WorldReflectionVector
#undef WorldNormalVector
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
#endif
struct Input
{
float3 worldNormal;
INTERNAL_DATA
float2 uv_texcoord;
float2 uv2_texcoord2;
};
struct SurfaceOutputCustomLightingCustom
{
half3 Albedo;
half3 Normal;
half3 Emission;
half3 Specular;
half Smoothness;
half Occlusion;
half Alpha;
Input SurfInput;
UnityGIInput GIData;
};
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _BumpMap;
uniform sampler2D _MetallicGlossMap;
uniform sampler2D _OcclusionMap;
uniform sampler2D _ThicknessMap;
uniform sampler2D _OverlayMap;
uniform sampler2D _DetailMask;
uniform sampler2D _DetailBumpMap; uniform float4 _DetailBumpMap_ST;
uniform sampler2D _DetailMetallicGlossMap; uniform float4 _DetailMetallicGlossMap_ST;
uniform float _ThicknessMapPower;
uniform float _ThicknessMapInvert;
uniform float3 _SSSCol;
uniform float _SSSAmbient;
uniform float _SSSIntensity;
uniform float _SSSPow;
uniform float _SSSDist;
uniform float3 _Color;
uniform float3 _OverlayColor;
uniform float _DetailBumpMapScale;
uniform float _ScatteringByAlbedo;
uniform float _SmoothnessFromAlbedo;
uniform float _BumpScale;
uniform float _OcclusionStrength;
uniform float _GlossMapScale;
uniform float _SecondUVSource;
uniform float _OcclusionUVSource;
uniform float _ThicknessUVSource;
#include "SSS_Utils.cginc"
inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
{
UnityGIInput data = s.GIData;
Input i = s.SurfInput;
half4 c = 0;
SurfaceOutputStandard s1 = (SurfaceOutputStandard ) 0;
float2 scaledUV = TRANSFORM_TEX(i.uv_texcoord, _MainTex);
float4 _MainTex_var = tex2D( _MainTex, scaledUV );
float2 texcoord2 = _SecondUVSource? scaledUV : i.uv2_texcoord2;
float detailMask = tex2D( _DetailMask, scaledUV ).a;
s1.Albedo = lerp(_MainTex_var.rgb * _Color, _OverlayColor, tex2D( _OverlayMap, texcoord2 ).rgb * detailMask);
s1.Normal = WorldNormalVector( i , NormalInTangentSpace(scaledUV, texcoord2, detailMask) );
s1.Normal = normalize(s1.Normal);
s1.Emission = float3( 0,0,0 );
float4 _MetallicGlossMap_var = tex2D( _MetallicGlossMap, scaledUV );
float4 detailMetallicGlossMap_var = tex2D (_DetailMetallicGlossMap, TRANSFORM_TEX(texcoord2, _DetailMetallicGlossMap));
_MetallicGlossMap_var *= lerp(1.0, detailMetallicGlossMap_var, detailMask);
s1.Metallic = _MetallicGlossMap_var.r;
s1.Smoothness = _SmoothnessFromAlbedo? _MainTex_var.a : _MetallicGlossMap_var.a;
s1.Smoothness *= _GlossMapScale;
s1.Smoothness = GeometricNormalFiltering(s1.Smoothness, i.worldNormal, 0.25, 0.5);
float2 occlusionUV = _OcclusionUVSource? scaledUV : i.uv2_texcoord2;
s1.Occlusion = LerpOneTo(tex2D( _OcclusionMap, occlusionUV ).g, _OcclusionStrength);
data.light = gi.light;
UnityGI gi1 = gi;
#ifdef UNITY_PASS_FORWARDBASE
Unity_GlossyEnvironmentData g1 = UnityGlossyEnvironmentSetup( s1.Smoothness, data.worldViewDir, s1.Normal, float3(0,0,0));
gi1 = UnityGlobalIllumination( data, s1.Occlusion, s1.Normal, g1 );
#endif
#ifdef UNITY_PASS_FORWARDBASE
float ase_lightAtten = data.atten;
if( _LightColor0.a == 0)
ase_lightAtten = 0;
#else
float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 );
float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b );
#endif
#if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
#endif
float2 thicknessUV = _ThicknessUVSource? scaledUV : i.uv2_texcoord2;
float3 thicknessMap_var = tex2D( _ThicknessMap, thicknessUV ).rgb;
float3 lightDirection = Unity_SafeNormalize(_WorldSpaceLightPos0.xyz);
float3 subsurfaceColour = _ScatteringByAlbedo? _SSSCol*s1.Albedo : _SSSCol;
float3 finalResult = LightingStandard ( s1, viewDir, gi1 ).rgb;
finalResult += getSubsurfaceScatteringLight(gi.light.color, gi.light.dir, s1.Normal, data.worldViewDir,
ase_lightAtten, thicknessMap_var, gi1.indirect.diffuse, subsurfaceColour );
finalResult += s1.Emission;
c.rgb = finalResult;
c.a = 1;
return c;
}
inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
{
s.GIData = data;
}
void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
{
o.SurfInput = i;
o.Normal = float3(0,0,1);
}
ENDCG
CGPROGRAM
#pragma surface surf StandardCustomLighting keepalpha fullforwardshadows
ENDCG
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_shadowcaster
#pragma multi_compile UNITY_PASS_SHADOWCASTER
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#include "HLSLSupport.cginc"
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
struct v2f
{
V2F_SHADOW_CASTER;
float2 customPack1 : TEXCOORD1;
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
Input customInputData;
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
o.customPack1.xy = customInputData.uv_texcoord;
o.customPack1.xy = v.texcoord;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
return o;
}
half4 frag( v2f IN
#if !defined( CAN_SKIP_VPOS )
, UNITY_VPOS_TYPE vpos : VPOS
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
Input surfIN;
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
surfIN.uv_texcoord = IN.customPack1.xy;
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
SurfaceOutputCustomLightingCustom o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
}