256 lines
8.0 KiB
Plaintext
256 lines
8.0 KiB
Plaintext
/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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https://developer.oculus.com/licenses/oculussdk/
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Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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ANY KIND, either express or implied. See the License for the specific language governing
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permissions and limitations under the License.
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************************************************************************************/
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// PBR Shader adapted from Standard (Metallic) that works in built-in and URP pipelines
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// Supports 1 directional light without specular
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Shader "Unlit/BasicPBR"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("Texture", 2D) = "white" {}
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_Metallic("Metallic", Range(0,1)) = 0
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_Gloss("Gloss", Range(0,1)) = 0
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[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
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[NoScaleOffset] _WetMap("Wet Map", 2D) = "black" {}
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[Enum(UV0,0,UV1,1)] _WetMapUV("Wet Map UV Set", Float) = 1
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// droplets for non-porous horizontal surfaces
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[HideInInspector] _WetBumpMap("Wet Bump Map", 2D) = "bump" {}
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[Toggle(VERTEX_COLOR_LIGHTMAP)] _VertexColorLightmap("Vertex Color Lightmap", Float) = 0
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_VertexColorLightmapScale("Vertex Color Lightmap Scale", Float) = 1
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float4 tangent : TANGENT;
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float3 normal : NORMAL;
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float4 texcoord : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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fixed4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float3 normalWS : TEXCOORD2;
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float3 tangentWS: TEXCOORD3;
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float3 bitangentWS: TEXCOORD4;
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float3 positionWS : TEXCOORD5;
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fixed4 color : COLOR;
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UNITY_FOG_COORDS(6)
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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// standard properties
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fixed4 _Color;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _BumpMap;
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fixed _Metallic;
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fixed _Gloss;
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sampler2D _WetMap;
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half _WetMapUV;
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sampler2D _WetBumpMap;
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float _VertexColorLightmapScale;
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// globals
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float3 _BasicPBRLightDir;
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fixed3 _BasicPBRLightColor;
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v2f vert(appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv0 = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.uv1 = v.texcoord1;
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o.positionWS = mul(unity_ObjectToWorld, v.vertex);
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o.normalWS = normalize(UnityObjectToWorldNormal(v.normal));
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o.tangentWS = normalize(mul(unity_ObjectToWorld, v.tangent).xyz);
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o.bitangentWS = normalize(cross(o.normalWS, o.tangentWS.xyz));
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o.color = v.color;
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UNITY_TRANSFER_FOG(o, o.vertex);
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return o;
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}
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// UnityStandardUtils.cginc#L46
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half3 DiffuseAndSpecularFromMetallic(half3 albedo, half metallic, out half3 specColor, out half oneMinusReflectivity)
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{
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specColor = lerp(unity_ColorSpaceDielectricSpec.rgb, albedo, metallic);
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half oneMinusDielectricSpec = unity_ColorSpaceDielectricSpec.a;
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oneMinusReflectivity = oneMinusDielectricSpec - metallic * oneMinusDielectricSpec;
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return albedo * oneMinusReflectivity;
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}
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// UnityImageBasedLighting.cginc#L522
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half3 Unity_GlossyEnvironment(half3 reflectDir, half perceptualRoughness)
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{
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perceptualRoughness = perceptualRoughness * (1.7 - 0.7 * perceptualRoughness);
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half mip = perceptualRoughness * 6;
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half4 rgbm = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflectDir, mip);
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return DecodeHDR(rgbm, unity_SpecCube1_HDR);
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}
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inline half3 Pow4(half3 x)
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{
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return x * x * x * x;
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}
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// UnityStandardBRDF.cginc#L92
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inline half3 FresnelLerp(half3 F0, half3 F90, half cosA)
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{
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half t = Pow4(1 - cosA);
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return lerp(F0, F90, t);
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}
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// UnityStandardBRDF.cginc#L299
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half SurfaceReduction(float perceptualRoughness)
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{
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float roughness = perceptualRoughness * perceptualRoughness;
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#ifdef UNITY_COLORSPACE_GAMMA
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return 1.0 - 0.28 * roughness * perceptualRoughness;
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#else
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return 1.0 / (roughness * roughness + 1.0);
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#endif
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}
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// UnityStandardBRDF.cginc#L338
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float3 Specular(float roughness, float3 normal, float3 viewDir)
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{
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half3 halfDir = normalize(-_BasicPBRLightDir + viewDir);
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float nh = saturate(dot(normal, halfDir));
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float lh = saturate(dot(_BasicPBRLightDir, halfDir));
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float a = roughness * roughness;
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float a2 = a * a;
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float d = nh * nh * (a2 - 1.f) + 1.00001f;
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#ifdef UNITY_COLORSPACE_GAMMA
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float specularTerm = a / (max(0.32f, lh) * (1.5f + a) * d);
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#else
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float specularTerm = a2 / (max(0.1f, lh * lh) * (a + 0.5f) * (d * d) * 4);
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#endif
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#if defined (SHADER_API_MOBILE)
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specularTerm = specularTerm - 1e-4f;
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#endif
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return specularTerm * 0.3f;
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}
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// https://seblagarde.wordpress.com/2013/04/14/water-drop-3b-physically-based-wet-surfaces/
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void AddWater(float2 uv, float metalness, inout half3 diffuse, inout float smoothness, inout fixed4 bumpMap, float2 wsPos, float3 normalWS)
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{
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fixed wetMap = tex2D(_WetMap, uv).r;
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float porosity = saturate((1 - smoothness) - 0.2);//saturate(((1-Gloss) - 0.5)) / 0.4 );
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float factor = lerp(1, 0.2, (1 - metalness) * porosity);
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float collectWater = max(0, normalWS.y);
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diffuse *= lerp(1.0, factor, wetMap);
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smoothness = lerp(smoothness, 0.95, saturate(wetMap * wetMap));// lerp(1, factor, 0.5 * wetMap));
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bumpMap = lerp(bumpMap, tex2D(_WetBumpMap, wsPos * 20), wetMap * collectWater);
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}
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fixed4 frag(v2f i) : SV_Target
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{
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// BRDF texture inputs
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fixed4 mainTex = tex2D(_MainTex, i.uv0);
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float4 bumpMap = tex2D(_BumpMap, i.uv0);
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// BEDF values
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fixed3 albedo = mainTex.rgb * _Color.rgb;
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float metalness = _Metallic;
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float smoothness = _Gloss;
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float oneMinusReflectivity;
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float3 specColor;
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float3 diffColor = DiffuseAndSpecularFromMetallic(albedo.rgb, metalness, /*out*/ specColor, /*out*/ oneMinusReflectivity);
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AddWater((_WetMapUV == 0) ? i.uv0 : i.uv1, metalness, /*inout*/ diffColor, /*inout*/ smoothness, /*inout*/ bumpMap, i.positionWS.xz, i.normalWS);
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float3x3 tangentMatrix = transpose(float3x3(i.tangentWS, i.bitangentWS, i.normalWS));
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float3 normal = normalize(mul(tangentMatrix, UnpackNormal(bumpMap)));
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float3 ambient =
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#if VERTEX_COLOR_LIGHTMAP
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i.color.rgb * _VertexColorLightmapScale;
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#else
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ShadeSH9(float4(normal, 1));
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#endif
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half nl = saturate(dot(normal, -_BasicPBRLightDir));
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half3 diffuse = diffColor * (ambient + _BasicPBRLightColor * nl);
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float perceptualRoughness = 1 - smoothness;
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float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.positionWS);
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half nv = abs(dot(normal, viewDir));
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float3 reflectDir = -reflect(viewDir, normal);
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float3 specularGI = Unity_GlossyEnvironment(reflectDir, perceptualRoughness);
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half grazingTerm = saturate(smoothness + (1 - oneMinusReflectivity));
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half3 specular = SurfaceReduction(perceptualRoughness) * specularGI * FresnelLerp(specColor, grazingTerm, nv); +
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+ Specular(perceptualRoughness, normal, viewDir) * specColor * nl * _BasicPBRLightColor;
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// non BRDF texture inputs
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half3 color = (diffuse + specular);
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UNITY_APPLY_FOG(i.fogCoord, color);
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return fixed4(color, 1);
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}
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ENDCG
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
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Pass
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{
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Tags{ "LightMode" = "UniversalForward" }
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CGPROGRAM
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#pragma shader_feature VERTEX_COLOR_LIGHTMAP
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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ENDCG
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}
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" }
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Pass
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{
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Tags{ "LightMode" = "ForwardBase" }
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CGPROGRAM
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#pragma shader_feature VERTEX_COLOR_LIGHTMAP
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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ENDCG
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}
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}
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}
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