新增176聚宝盘

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Game
2026-05-02 20:56:30 +08:00
parent e99cb22ff1
commit 8a4e082e6c
53 changed files with 242967 additions and 2182 deletions
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+4 -9
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@@ -20,54 +20,265 @@ Shader "SkinIce_URP" {
_GradientMaskMap ("GradientMaskMap", 2D) = "white" {}
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
SubShader
{
// URP 冰冻透明效果专用标签
Tags
{
"RenderType" = "Transparent"
"Queue" = "Transparent"
"RenderPipeline" = "UniversalPipeline"
"IgnoreProjector" = "True"
}
LOD 200
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
Pass
{
// 透明效果渲染状态
Cull Back
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
float4 _MainTex_ST;
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _VERTEXOFFSETNOISE_ON
struct Vertex_Stage_Input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
// 包含 URP 核心库和光照库
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Vertex_Stage_Output
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
// ----------------------------------------------
// 纹理与采样器声明(SRP Batcher 兼容)
// ----------------------------------------------
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_HeightMap);
SAMPLER(sampler_HeightMap);
TEXTURE2D(_Normal);
SAMPLER(sampler_Normal);
TEXTURE2D(_GradientMaskMap);
SAMPLER(sampler_GradientMaskMap);
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
// ----------------------------------------------
// CBUFFER:材质属性(SRP Batcher 兼容必须)
// ----------------------------------------------
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _HeightMap_ST;
float4 _Normal_ST;
float4 _GradientMaskMap_ST;
float _VertexOffsetIntensity;
float _Parallax;
float4 _Tint;
float4 _ColorTop;
float4 _ColorBottom;
float _GradientOffset;
float _Scale;
float _Brightness;
float _SpecSize;
float _RimPower;
float4 _SoftRimColor;
float4 _HardRimColor;
float _ClipOffset;
CBUFFER_END
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
// ----------------------------------------------
// 顶点着色器输入结构
// ----------------------------------------------
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
};
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
// ----------------------------------------------
// 顶点着色器输出结构
// ----------------------------------------------
struct Varyings
{
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float3 normalWS : TEXCOORD2;
float3 tangentWS : TEXCOORD3;
float3 bitangentWS : TEXCOORD4;
float3 viewDirTS : TEXCOORD5;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy);
}
// ----------------------------------------------
// 简单噪声函数(用于顶点偏移)
// ----------------------------------------------
float SimpleNoise(float2 uv)
{
return frac(sin(dot(uv, float2(12.9898, 78.233))) * 43758.5453);
}
ENDHLSL
}
}
// ----------------------------------------------
// 视差映射 UV 偏移函数
// ----------------------------------------------
float2 ParallaxOffset(float2 uv, float3 viewDirTS)
{
// 采样高度图,反转高度(因为高度图通常白色是凸起)
float height = SAMPLE_TEXTURE2D(_HeightMap, sampler_HeightMap, uv).r;
height = 1 - height;
// 计算视差偏移:视角方向的 XY 分量 * 高度 * 强度
float2 offset = viewDirTS.xy * height * _Parallax;
return uv - offset;
}
// ----------------------------------------------
// 顶点着色器
// ----------------------------------------------
Varyings vert(Attributes input)
{
Varyings output;
float3 positionOS = input.positionOS.xyz;
// ==========================================
// 1. 顶点噪声偏移(如果开启)
// ==========================================
#ifdef _VERTEXOFFSETNOISE_ON
// 用 UV 生成简单噪声
float noise = SimpleNoise(input.uv * _Scale);
// 沿法线方向偏移顶点
positionOS += input.normalOS * noise * _VertexOffsetIntensity * 0.001;
#endif
// ==========================================
// 2. 空间转换
// ==========================================
// 模型空间 -> 裁剪空间
output.positionHCS = TransformObjectToHClip(positionOS);
// 模型空间 -> 世界空间
output.worldPos = TransformObjectToWorld(positionOS);
// 法线、切线、副切线转换到世界空间
output.normalWS = normalize(TransformObjectToWorldNormal(input.normalOS));
output.tangentWS = normalize(TransformObjectToWorldDir(input.tangentOS.xyz));
output.bitangentWS = cross(output.normalWS, output.tangentWS) * input.tangentOS.w;
// ==========================================
// 3. 计算切线空间的视角方向(用于视差)
// ==========================================
float3 viewDirWS = normalize(_WorldSpaceCameraPos - output.worldPos);
// 世界空间 -> 切线空间
output.viewDirTS = float3(
dot(viewDirWS, output.tangentWS),
dot(viewDirWS, output.bitangentWS),
dot(viewDirWS, output.normalWS)
);
// ==========================================
// 4. 传递 UV(应用缩放)
// ==========================================
output.uv = TRANSFORM_TEX(input.uv, _MainTex) * _Scale;
return output;
}
// ----------------------------------------------
// 片元着色器(冰冻效果核心逻辑)
// ----------------------------------------------
half4 frag(Varyings input) : SV_Target
{
// ==========================================
// 1. 准备基础数据
// ==========================================
float2 uv = input.uv;
float3 worldPos = input.worldPos;
float3 normalWS = normalize(input.normalWS);
float3 tangentWS = normalize(input.tangentWS);
float3 bitangentWS = normalize(input.bitangentWS);
float3 viewDirWS = normalize(_WorldSpaceCameraPos - worldPos);
float3 viewDirTS = normalize(input.viewDirTS);
// ==========================================
// 2. 视差映射偏移 UV
// ==========================================
float2 parallaxUV = ParallaxOffset(uv, viewDirTS);
// ==========================================
// 3. 采样所有纹理
// ==========================================
half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, parallaxUV);
half4 heightMap = SAMPLE_TEXTURE2D(_HeightMap, sampler_HeightMap, parallaxUV);
half4 normalTex = SAMPLE_TEXTURE2D(_Normal, sampler_Normal, parallaxUV);
half4 gradientMask = SAMPLE_TEXTURE2D(_GradientMaskMap, sampler_GradientMaskMap, parallaxUV);
// ==========================================
// 4. Clip 裁剪(用高度图 R 通道)
// ==========================================
if (heightMap.r < _ClipOffset)
discard;
// ==========================================
// 5. 法线贴图转换到世界空间
// ==========================================
half3 normalTS = UnpackNormal(normalTex);
// 构建 TBN 矩阵
float3x3 TBN = float3x3(tangentWS, bitangentWS, normalWS);
// 切线空间 -> 世界空间
half3 normalWS_final = normalize(mul(normalTS, TBN));
// ==========================================
// 6. 计算渐变颜色(Top -> Bottom)
// ==========================================
// 用模型空间 Y 坐标作为渐变因子(也可以用 UV Y)
float gradientFactor = input.positionHCS.y * 0.5 + 0.5 + _GradientOffset;
// 用渐变遮罩图调整
gradientFactor *= gradientMask.r;
// 插值 Top 和 Bottom 颜色
half3 gradientColor = lerp(_ColorBottom.rgb, _ColorTop.rgb, saturate(gradientFactor));
// ==========================================
// 7. 计算主颜色
// ==========================================
half3 baseColor = mainTex.rgb * _Tint.rgb * gradientColor * _Brightness;
// ==========================================
// 8. 计算光照(主光源)
// ==========================================
Light mainLight = GetMainLight();
float3 lightDir = normalize(mainLight.direction);
float3 halfDir = normalize(lightDir + viewDirWS);
// 漫反射
half NdotL = saturate(dot(normalWS_final, lightDir));
half3 diffuse = baseColor * mainLight.color * NdotL;
// 高光(Blinn-Phong)
half NdotH = saturate(dot(normalWS_final, halfDir));
half specPower = exp2(_SpecSize * 10.0); // 转换为 Phong 指数
half specular = pow(NdotH, specPower);
half3 specColor = mainLight.color * specular;
// ==========================================
// 9. 计算边缘光(Soft + Hard)
// ==========================================
half NdotV = saturate(dot(normalWS_final, viewDirWS));
half rimFactor = 1 - NdotV;
// Soft Rim:柔和边缘
half softRim = pow(rimFactor, _RimPower * 0.5);
half3 softRimColor = _SoftRimColor.rgb * softRim;
// Hard Rim:硬朗边缘
half hardRim = pow(rimFactor, _RimPower * 2.0);
half3 hardRimColor = _HardRimColor.rgb * hardRim;
// ==========================================
// 10. 组合最终颜色与透明度
// ==========================================
half3 finalColor = diffuse + specColor + softRimColor + hardRimColor;
half finalAlpha = mainTex.a * _Tint.a * gradientMask.a;
return half4(finalColor, finalAlpha);
}
ENDHLSL
}
}
FallBack "Hidden/Universal Render Pipeline/FallbackError"
}
@@ -47,55 +47,303 @@ Shader "BokeGame/URP_Linear_Character" {
[HideInInspector] _OverlayColor ("叠加的颜色(做受击效果的)", Vector) = (0,0,0,0)
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
SubShader
{
// URP 标准标签
Tags
{
"RenderType" = "Opaque"
"Queue" = "Geometry"
"RenderPipeline" = "UniversalPipeline"
}
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
LOD 200
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
float4 _MainTex_ST;
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
struct Vertex_Stage_Input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
// ----------------------------------------------
// 1. 声明 Shader 变体(对应 Inspector 中的 Toggle)
// ----------------------------------------------
#pragma shader_feature _USEUNITYINDIRSPECULAR_ON
#pragma shader_feature _USESSS_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _CLIP_HIDE
struct Vertex_Stage_Output
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
// ----------------------------------------------
// 2. 包含 URP 核心库
// ----------------------------------------------
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
// ----------------------------------------------
// 3. 纹理与采样器声明(SRP Batcher 兼容)
// ----------------------------------------------
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_NormalTex);
SAMPLER(sampler_NormalTex);
TEXTURE2D(_MetalSmoothTex);
SAMPLER(sampler_MetalSmoothTex);
TEXTURE2D(_DissolveTex);
SAMPLER(sampler_DissolveTex);
TEXTURECUBE(_IndirCubeMap);
SAMPLER(sampler_IndirCubeMap);
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
// ----------------------------------------------
// 4. CBUFFER:材质属性(SRP Batcher 兼容必须)
// ----------------------------------------------
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _NormalTex_ST;
float4 _MetalSmoothTex_ST;
float4 _DissolveTex_ST;
float4 _TintColor;
float _AOIntensity;
float _Metalness;
float _Roughness;
float4 _DirLightColor;
float4 _SpecularColor;
float _DirLightExposure;
float _EnvExposure;
float _SHExposure;
float _IndirIntensity;
float _RotateAngle;
float4 _IndirColor;
float _SkinSSSfresnelMask;
float _SkinSSSTransmission;
float4 _SkinSSSScatterColor;
float _ShadowDarkness;
float4 _ShadowCol;
float4 _EmissionCol;
float _EmissionExposure;
float _PunctualLightSpecularExposure;
float _CosMin;
float _SurfaceSpeed;
float _SurfaceAlpha;
float _SurfaceBlend;
float _DissAmount;
float _DissolveSpread;
float4 _EdgeColor;
float _EdgeWidth;
float _EdgeIntensity;
float _AlphaClip;
float4 _OverlayColor;
CBUFFER_END
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
// ----------------------------------------------
// 5. 顶点着色器输入结构
// ----------------------------------------------
struct Attributes
{
float4 positionOS : POSITION; // 模型空间坐标
float2 uv : TEXCOORD0; // UV
float3 normalOS : NORMAL; // 模型空间法线
float4 tangentOS : TANGENT; // 模型空间切线(w用于副切线方向)
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy);
}
// ----------------------------------------------
// 6. 顶点着色器输出结构(片元着色器输入)
// ----------------------------------------------
struct Varyings
{
float4 positionHCS : SV_POSITION; // 裁剪空间坐标
float2 uv : TEXCOORD0; // UV
float3 worldPos : TEXCOORD1; // 世界空间位置
float3 normalWS : TEXCOORD2; // 世界空间法线
float3 tangentWS : TEXCOORD3; // 世界空间切线
float3 bitangentWS : TEXCOORD4; // 世界空间副切线
};
ENDHLSL
}
}
Fallback "Hidden/Universal Render Pipeline/FallbackError"
// ----------------------------------------------
// 7. 顶点着色器
// ----------------------------------------------
Varyings vert(Attributes input)
{
Varyings output;
// (1) 模型空间 -> 裁剪空间(URP 标准做法)
output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
// (2) 传递 UV(应用平铺与偏移)
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
// (3) 模型空间 -> 世界空间(位置、法线、切线)
output.worldPos = TransformObjectToWorld(input.positionOS.xyz);
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
output.tangentWS = TransformObjectToWorldDir(input.tangentOS.xyz);
// (4) 计算副切线(Bitangent)
output.bitangentWS = cross(output.normalWS, output.tangentWS) * input.tangentOS.w;
return output;
}
// ----------------------------------------------
// 8. 片元着色器(核心逻辑)
// ----------------------------------------------
half4 frag(Varyings input) : SV_Target
{
// ==========================================
// 步骤 1: 准备基础数据与归一化
// ==========================================
float2 uv = input.uv;
float3 worldPos = input.worldPos;
float3 normalWS = normalize(input.normalWS);
float3 tangentWS = normalize(input.tangentWS);
float3 bitangentWS = normalize(input.bitangentWS);
// 构建 TBN 矩阵(用于将法线贴图从切线空间转世界空间)
float3x3 TBN = float3x3(tangentWS, bitangentWS, normalWS);
// ==========================================
// 步骤 2: 采样所有贴图
// ==========================================
// (1) 主纹理:RGB=基础颜色, A=自发光遮罩
half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
half3 baseColor = mainTex.rgb * _TintColor.rgb;
half emissionMask = mainTex.a;
// (2) 法线贴图:解包并转世界空间
half3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_NormalTex, sampler_NormalTex, uv));
half3 normalWS_final = normalize(mul(normalTS, TBN));
// (3) 金属粗糙度贴图:R=粗糙度, G=金属度, B=AO, A=SSS遮罩
half4 metalTex = SAMPLE_TEXTURE2D(_MetalSmoothTex, sampler_MetalSmoothTex, uv);
half roughness = saturate(metalTex.r * _Roughness);
half metalness = saturate(metalTex.g * _Metalness);
half ao = saturate(metalTex.b * _AOIntensity);
half sssMask = metalTex.a;
// ==========================================
// 步骤 3: 溶解效果 (DISSOLVE_ON)
// ==========================================
#ifdef _DISSOLVE_ON
half dissolveVal = SAMPLE_TEXTURE2D(_DissolveTex, sampler_DissolveTex, uv).r;
// 若溶解值小于阈值,丢弃像素
if (dissolveVal < _DissAmount)
discard;
// 计算边缘发光区域
half edgeThreshold = _DissAmount + _DissolveSpread * _EdgeWidth;
half edgeFactor = smoothstep(_DissAmount, edgeThreshold, dissolveVal);
edgeFactor = 1 - edgeFactor; // 边缘处为1
#endif
// ==========================================
// 步骤 4: Clip 渐隐 (CLIP_HIDE)
// ==========================================
#ifdef _CLIP_HIDE
if (mainTex.a < _AlphaClip)
discard;
#endif
// ==========================================
// 步骤 5: 光照计算 (主光源)
// ==========================================
// 获取 URP 主光源
Light mainLight = GetMainLight();
float3 lightDir = normalize(mainLight.direction);
float3 viewDir = normalize(_WorldSpaceCameraPos - worldPos);
float3 halfDir = normalize(lightDir + viewDir);
// 基础点积
half NdotL = saturate(dot(normalWS_final, lightDir));
half NdotH = saturate(dot(normalWS_final, halfDir));
half NdotV = saturate(dot(normalWS_final, viewDir));
// 暗部曝光控制 (_CosMin)
NdotL = max(NdotL, _CosMin);
// (1) 漫反射
half3 diffuse = baseColor * mainLight.color * _DirLightColor.rgb * _DirLightExposure * NdotL;
// (2) 高光 (简化 PBR)
half3 specCol = lerp(_SpecularColor.rgb, baseColor, metalness);
half roughness2 = roughness * roughness;
// 简化 GGX
half D = roughness2 / (pow(NdotH * NdotH * (roughness2 - 1) + 1, 2) * 3.14159 + 0.0001);
half3 specular = specCol * mainLight.color * D * _PunctualLightSpecularExposure;
// ==========================================
// 步骤 6: SSS 次表面散射 (USESSS_ON)
// ==========================================
#ifdef _USESSS_ON
half VdotN = 1 - NdotV;
half fresnel = pow(VdotN, 2) * _SkinSSSfresnelMask;
half sssStrength = sssMask * _SkinSSSTransmission * fresnel;
half3 sssColor = _SkinSSSScatterColor.rgb * mainLight.color * sssStrength;
diffuse += sssColor;
#endif
// ==========================================
// 步骤 7: 环境光与间接高光
// ==========================================
// (1) 环境光 (SH)
half3 envSH = SampleSH(normalWS_final) * _SHExposure * _EnvExposure;
half3 ambient = baseColor * envSH * ao;
// (2) 间接高光 (CubeMap 或 Unity 内置)
half3 reflectDir = reflect(-viewDir, normalWS_final);
half3 indirSpec = 0;
#ifdef _USEUNITYINDIRSPECULAR_ON
// 使用 Unity 内置环境反射
indirSpec = GlossyEnvironmentReflection(reflectDir, roughness, 1).rgb;
#else
// 使用自定义 CubeMap (带旋转)
half rad = radians(_RotateAngle);
half cosA = cos(rad);
half sinA = sin(rad);
half3 rotatedRefl = half3(
reflectDir.x * cosA + reflectDir.z * sinA,
reflectDir.y,
-reflectDir.x * sinA + reflectDir.z * cosA
);
indirSpec = SAMPLE_TEXTURECUBE(_IndirCubeMap, sampler_IndirCubeMap, rotatedRefl).rgb;
#endif
indirSpec *= _IndirColor.rgb * _IndirIntensity * _EnvExposure;
indirSpec *= lerp(0.04, 1, metalness) * (1 - roughness);
// ==========================================
// 步骤 8: 自发光
// ==========================================
half3 emission = _EmissionCol.rgb * emissionMask * _EmissionExposure;
// ==========================================
// 步骤 9: 阴影颜色控制
// ==========================================
half shadowFactor = 1 - _ShadowDarkness;
diffuse *= shadowFactor;
half3 shadowColor = _ShadowCol.rgb * _ShadowDarkness * (1 - NdotL);
diffuse += shadowColor;
// ==========================================
// 步骤 10: 最终颜色组合
// ==========================================
half3 finalColor = diffuse + specular + ambient + indirSpec + emission;
// 叠加溶解边缘光
#ifdef _DISSOLVE_ON
half3 edgeCol = _EdgeColor.rgb * _EdgeIntensity * edgeFactor;
finalColor += edgeCol;
#endif
// 叠加受击颜色
finalColor += _OverlayColor.rgb;
// 返回最终结果
return half4(finalColor, 1);
}
ENDHLSL
}
}
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