123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437 |
- Shader "ChivaVR/JD_RotShader"
- {
- Properties{
- [Header(JD Config Fixed)]
- _RotLineLength("缠绕部分长度",Float) = 1
- _Width("缠绕部分宽度",Float) = 0.2
- _JDJuanLength("胶带卷长度",Float) = 0.1
- [Header(JD Control Parameter)]
- _Radius("缠绕半径",Float) = 0.2
- _MaxAngle("最大缠绕角度",Float) = 500
- _Value("Value",Float) = 720
- _BackAngle("伸出部分旋转角度",Range(0,180)) = 0
- [Header(JD Shape Parameter)]
- _MoveOffset("旋转偏移量",Float) = 0.3
- _DampOffsetAngle("不参与偏移角度",Range(0,450)) = 0
- _UpOffset("单侧高度偏移量",Float) = 0.1
- _Warp("Warp扭曲系数(默认0)",Range(-1,1)) = 0
- _WarpPos("WarpPos",Range(0,4)) = 0
- [Header(JD Line Parameter)]
- [Toggle]_HiddenLine("是否隐藏伸展部分",Float) = 0
- [Toggle]_HiddenJDJuan("是否隐藏胶带卷",Float) = 0
- _LineShowLength("连接部分长度",Float) = 0.2
- [Header(JD Texture)]
- _Color("Color", Color) = (0.5019608,0.5019608,0.5019608,1)
- _MainTex("胶带贴图", 2D) = "white" {}
- _BumpMap("胶带法线贴图", 2D) = "bump" {}
- _SecondTex("胶带卷贴图", 2D) = "bump" {}
- _SecondMap("胶带卷法线贴图", 2D) = "bump" {}
- _Metallic("Metallic", Range(0, 1)) = 0
- _Gloss("Gloss", Range(0, 1)) = 0.8
- }
- SubShader{
- Tags {
- "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"
- }
- Pass {
- Name "FORWARD"
- Tags {
- "LightMode" = "ForwardBase"
- }
- // 关闭深度写入
- //ZWrite Off
- // 开启混合模式,并设置混合因子为SrcAlpha和OneMinusSrcAlpha
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDBASE
- #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
- #define _GLOSSYENV 1
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityStandardBRDF.cginc"
- #pragma multi_compile_fwdbase_fullshadows
- #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
- #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
- #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma only_renderers d3d9 d3d11 glcore gles
- #pragma target 3.0
- #pragma shader_feature _HIDDENLINE_ON
- #pragma shader_feature _HIDDENJDJUAN_ON
- float _RotLineLength;
- float _Width;
- float _JDJuanLength;
- float _Radius;
- float _MaxAngle;
- float _Value;
- float _BackAngle;
- float _MoveOffset;
- float _DampOffsetAngle;
- float _UpOffset;
- float _Warp;
- float _WarpPos;
- float _HiddenLine;
- float _HiddenJDJuan;
- float _LineShowLength;
- uniform float4 _Color;
- uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
- uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
- uniform sampler2D _SecondTex; uniform float4 _SecondTex_ST;
- uniform sampler2D _SecondMap; uniform float4 _SecondMap_ST;
- uniform float _Metallic;
- uniform float _Gloss;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float4 posWorld : TEXCOORD3;
- float3 normalDir : TEXCOORD4;
- float3 tangentDir : TEXCOORD5;
- float3 bitangentDir : TEXCOORD6;
- float flag : TEXCOORD11;
- LIGHTING_COORDS(7,8)
- UNITY_FOG_COORDS(9)
- #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
- float4 ambientOrLightmapUV : TEXCOORD10;
- #endif
- };
- VertexOutput vert(VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- float s;
- float c;
- v.vertex += float4(0, _Radius, 0, 0);
- _Value = clamp(_Value,0, _MaxAngle);
- //缠绕区域
- if ((v.vertex.x / _RotLineLength) < (_Value / _MaxAngle))
- {
- float pAngel = _MaxAngle / _RotLineLength;
- sincos(radians(v.vertex.x*pAngel % 360), s, c);
- float4x4 rotate = {
- c,s,0,0,
- -s,c,0,0,
- 0,0,1,0,
- 0,0,0,1 };
- float vertexZ = v.vertex.z;
- if (_Value < 0)
- {
- vertexZ = 0;
- }
- if (vertexZ < 0)
- {
- vertexZ = 0;
- }
- float warpY = _Warp * sin(_WarpPos + v.vertex.x / _RotLineLength);
- //偏移量控制
- if ((v.vertex.x / _RotLineLength * _MaxAngle) > _DampOffsetAngle)
- {
- v.vertex.z += clamp((v.vertex.x / _RotLineLength * _MaxAngle) - _DampOffsetAngle,0, _MaxAngle) / 360 * _MoveOffset;
- }
- if (v.vertex.x / _RotLineLength * _MaxAngle > 2)
- {
- v.vertex = mul(rotate, float3(0, -vertexZ / _Width / 2 * _UpOffset + v.vertex.y + warpY, v.vertex.z));
- }
- else
- {
- v.vertex = mul(rotate, float3(0, _Radius + warpY, v.vertex.z));
- }
- v.normal = normalize(mul(rotate,v.normal));
- v.tangent = normalize(mul(rotate, v.tangent));
- }
- else //伸出区域
- {
- sincos(radians(_Value % 360), s, c);
- float4x4 rotate = {
- c,s,0,0,
- -s,c,0,0,
- 0,0,1,0,
- 0,0,0,1 };
- float warpY = _Warp * sin(_WarpPos + (_Value / _MaxAngle)* _RotLineLength);
- float vertexZ = v.vertex.z;
- if (_Value < 0)
- {
- _Value = 0;
- }
- float3 currentPoint = mul(rotate, float3(0, _Radius + warpY, 0));
- float3 currentPointNormalize = normalize(float3(currentPoint.x, currentPoint.y, currentPoint.z));
- float3 dirNormail = normalize(cross(currentPointNormalize, float3(0, 0, 1)));
- float sC;
- float cC;
- sincos(radians(-_BackAngle), sC, cC);
- float4x4 rotateCAngle = {
- cC,sC,0,0,
- -sC,cC,0,0,
- 0,0,1,0,
- 0,0,0,1 };
- if (_Value > _DampOffsetAngle)
- {
- v.vertex.z += clamp(_Value - _DampOffsetAngle, 0, _Value) / 360 * _MoveOffset;
- }
- v.normal = normalize(mul(rotate, v.normal));
- v.tangent = normalize(mul(rotate, v.tangent));
- #if _HIDDENLINE_ON //隐藏伸出区域
- _HiddenLine = 1;
- v.vertex = float4(currentPoint
- + float3(0, 0, v.vertex.z)
- , 0);
- #else //显示伸出区域
- _HiddenLine = 0;
- o.flag = v.vertex.x;
- if ((_RotLineLength*((_MaxAngle - _Value) / _MaxAngle))*3.1415 > _LineShowLength)
- {
- if ((v.vertex.x - _RotLineLength) > 0)
- {
- #ifdef _HIDDENJDJUAN_ON
- _HiddenJDJuan = 1;
- v.vertex = float4(currentPoint
- + dirNormail * _LineShowLength
- + float3(0, 0, v.vertex.z)
- , 0);
- #else
- _HiddenJDJuan = 0;
- v.vertex = float4(currentPoint
- + dirNormail * (v.vertex.x - _RotLineLength + _LineShowLength)
- + float3(0, 0, v.vertex.z)
- + currentPointNormalize * (v.vertex.y - _Radius)
- , 0);
- #endif
- }
- else if ((v.vertex.x - (_Value / _MaxAngle)*_RotLineLength)*3.1415 < _LineShowLength)
- {
- v.vertex = float4(currentPoint
- + dirNormail * (v.vertex.x - (_Value / _MaxAngle)*_RotLineLength)*3.1415
- + float3(0, 0, v.vertex.z)
- + currentPointNormalize * (v.vertex.y - _Radius)
- , 0);
- }
- else
- {
- v.vertex = float4(currentPoint
- + dirNormail * _LineShowLength
- + float3(0, 0, v.vertex.z)
- + currentPointNormalize * (v.vertex.y - _Radius)
- , 0);
- }
- }
- else
- {
- #ifdef _HIDDENJDJUAN_ON
- _HiddenJDJuan = 1;
- v.vertex = float4(currentPoint
- + dirNormail * ((((_MaxAngle - _Value) / _MaxAngle)* _RotLineLength) / _JDJuanLength * _LineShowLength)
- + float3(0, 0, v.vertex.z)
- , 0);
- #else
- v.vertex = float4(currentPoint
- + dirNormail * (v.vertex.x - (_Value / _MaxAngle)* _RotLineLength)
- + float3(0, 0, v.vertex.z)
- + currentPointNormalize * (v.vertex.y - _Radius)
- , 0);
- #endif
- }
- #endif
- v.vertex = float4(mul(rotateCAngle, (v.vertex.rgb - currentPoint)) + currentPoint,0);
- v.normal = normalize(mul(rotateCAngle, v.normal));
- v.tangent = normalize(mul(rotateCAngle, v.tangent));
- }
- o.uv0 = v.texcoord0;
- o.uv1 = v.texcoord1;
- o.uv2 = v.texcoord2;
- #ifdef LIGHTMAP_ON
- o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- o.ambientOrLightmapUV.zw = 0;
- #elif UNITY_SHOULD_SAMPLE_SH
- #endif
- #ifdef DYNAMICLIGHTMAP_ON
- o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- o.tangentDir = normalize(mul(unity_ObjectToWorld, float4(v.tangent.xyz, 0.0)).xyz);
- o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- float3 lightColor = _LightColor0.rgb;
- o.pos = UnityObjectToClipPos(v.vertex);
- UNITY_TRANSFER_FOG(o,o.pos);
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- float4 frag(VertexOutput i) : COLOR {
- i.normalDir = normalize(i.normalDir);
- float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
- if (i.flag < _RotLineLength)
- {
- _BumpMap_var = UnpackNormal(tex2D(_BumpMap, TRANSFORM_TEX(i.uv0, _BumpMap)));
- }
- else
- {
- _BumpMap_var = UnpackNormal(tex2D(_SecondMap, TRANSFORM_TEX(i.uv0, _SecondMap)));
- }
- float3 normalLocal = _BumpMap_var.rgb;
- float3 normalDirection = normalize(mul(normalLocal, tangentTransform)); // Perturbed normals
- float3 viewReflectDirection = reflect(-viewDirection, normalDirection);
- float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
- float3 lightColor = _LightColor0.rgb;
- float3 halfDirection = normalize(viewDirection + lightDirection);
- ////// Lighting:
- float attenuation = LIGHT_ATTENUATION(i);
- float3 attenColor = attenuation * _LightColor0.xyz;
- float Pi = 3.141592654;
- float InvPi = 0.31830988618;
- ///////// Gloss:
- float gloss = _Gloss;
- float perceptualRoughness = 1.0 - _Gloss;
- float roughness = perceptualRoughness * perceptualRoughness;
- float specPow = exp2(gloss * 10.0 + 1.0);
- /////// GI Data:
- UnityLight light;
- #ifdef LIGHTMAP_OFF
- light.color = lightColor;
- light.dir = lightDirection;
- light.ndotl = LambertTerm(normalDirection, light.dir);
- #else
- light.color = half3(0.f, 0.f, 0.f);
- light.ndotl = 0.0f;
- light.dir = half3(0.f, 0.f, 0.f);
- #endif
- UnityGIInput d;
- d.light = light;
- d.worldPos = i.posWorld.xyz;
- d.worldViewDir = viewDirection;
- d.atten = attenuation;
- #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
- d.ambient = 0;
- d.lightmapUV = i.ambientOrLightmapUV;
- #else
- d.ambient = i.ambientOrLightmapUV;
- #endif
- #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
- d.boxMin[0] = unity_SpecCube0_BoxMin;
- d.boxMin[1] = unity_SpecCube1_BoxMin;
- #endif
- #if UNITY_SPECCUBE_BOX_PROJECTION
- d.boxMax[0] = unity_SpecCube0_BoxMax;
- d.boxMax[1] = unity_SpecCube1_BoxMax;
- d.probePosition[0] = unity_SpecCube0_ProbePosition;
- d.probePosition[1] = unity_SpecCube1_ProbePosition;
- #endif
- d.probeHDR[0] = unity_SpecCube0_HDR;
- d.probeHDR[1] = unity_SpecCube1_HDR;
- Unity_GlossyEnvironmentData ugls_en_data;
- ugls_en_data.roughness = 1.0 - gloss;
- ugls_en_data.reflUVW = viewReflectDirection;
- UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data);
- lightDirection = gi.light.dir;
- lightColor = gi.light.color;
- ////// Specular:
- float NdotL = saturate(dot(normalDirection, lightDirection));
- float LdotH = saturate(dot(lightDirection, halfDirection));
- float3 specularColor = _Metallic;
- float specularMonochrome;
- float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
- if (i.flag < _RotLineLength)
- {
- _MainTex_var = tex2D(_MainTex, TRANSFORM_TEX(i.uv0, _MainTex));
- }
- else
- {
- _MainTex_var = tex2D(_SecondTex, TRANSFORM_TEX(i.uv0, _SecondTex));
- }
- float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
- diffuseColor = DiffuseAndSpecularFromMetallic(diffuseColor, specularColor, specularColor, specularMonochrome);
- specularMonochrome = 1.0 - specularMonochrome;
- float NdotV = abs(dot(normalDirection, viewDirection));
- float NdotH = saturate(dot(normalDirection, halfDirection));
- float VdotH = saturate(dot(viewDirection, halfDirection));
- float visTerm = SmithJointGGXVisibilityTerm(NdotL, NdotV, roughness);
- float normTerm = GGXTerm(NdotH, roughness);
- float specularPBL = (visTerm*normTerm) * UNITY_PI;
- #ifdef UNITY_COLORSPACE_GAMMA
- specularPBL = sqrt(max(1e-4h, specularPBL));
- #endif
- specularPBL = max(0, specularPBL * NdotL);
- #if defined(_SPECULARHIGHLIGHTS_OFF)
- specularPBL = 0.0;
- #endif
- half surfaceReduction;
- #ifdef UNITY_COLORSPACE_GAMMA
- surfaceReduction = 1.0 - 0.28*roughness*perceptualRoughness;
- #else
- surfaceReduction = 1.0 / (roughness*roughness + 1.0);
- #endif
- specularPBL *= any(specularColor) ? 1.0 : 0.0;
- float3 directSpecular = attenColor * specularPBL*FresnelTerm(specularColor, LdotH);
- half grazingTerm = saturate(gloss + specularMonochrome);
- float3 indirectSpecular = (gi.indirect.specular);
- indirectSpecular *= FresnelLerp(specularColor, grazingTerm, NdotV);
- indirectSpecular *= surfaceReduction;
- float3 specular = (directSpecular + indirectSpecular);
- /////// Diffuse:
- NdotL = max(0.0,dot(normalDirection, lightDirection));
- half fd90 = 0.5 + 2 * LdotH * LdotH * (1 - gloss);
- float nlPow5 = Pow5(1 - NdotL);
- float nvPow5 = Pow5(1 - NdotV);
- float3 directDiffuse = ((1 + (fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
- float3 indirectDiffuse = float3(0,0,0);
- indirectDiffuse += gi.indirect.diffuse;
- float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
- /// Final Color:
- float3 finalColor = diffuse + specular;
- fixed4 finalRGBA = fixed4(finalColor, _Color.a);
- UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
- return finalRGBA;
- }
- ENDCG
- }
- }
- }
|