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- Shader "Hidden/TriLib/BuildMetallicTexture"
- {
- SubShader
- {
- // No culling or depth
- Cull Off ZWrite Off ZTest Always
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- v2f vert(appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- return o;
- }
- sampler2D _MetallicTexture;
- sampler2D _DiffuseTexture;
- sampler2D _SpecularTexture;
- sampler2D _GlossinessTexture;
- float3 _DefaultDiffuse;
- float3 _DefaultSpecular;
- float _DefaultRoughness;
- float _DefaultMetallic;
- float _ShininessExponent;
- int _HasMetallicTexture;
- int _HasDiffuseTexture;
- int _HasSpecularTexture;
- int _HasGlossinessTexture;
- int _HasDefaultRoughness;
- int _HasDefaultMetallic;
- int _UsingRoughness;
- int _MixTextureChannelsWithColors;
- int _MetallicComponentIndex;
- int _GlossinessComponentIndex;
- float GetGlossiness() {
- return 1 - (_HasDefaultRoughness > 0 ? _DefaultRoughness : 1);
- }
- // Reference:
- // https://docs.microsoft.com/en-us/azure/remote-rendering/reference/material-mapping
- float4 frag(v2f i) : SV_Target
- {
- const float dielectricSpecular = 0.04;
- float3 specularBase = _HasSpecularTexture > 0 ? tex2D(_SpecularTexture, i.uv).xyz * _DefaultSpecular : _DefaultSpecular;
- //Metalness
- float metalness;
- if (_HasMetallicTexture > 0) {
- metalness = tex2D(_MetallicTexture, i.uv)[_MetallicComponentIndex];
- if (_HasDefaultMetallic && _MixTextureChannelsWithColors > 0) {
- metalness *= _DefaultMetallic;
- }
- }
- else if (_HasSpecularTexture > 0)
- {
- float3 diffuseBase = _DefaultDiffuse;
- float diffuseBrightness = 0.299 * pow(diffuseBase.r, 2) + 0.587 * pow(diffuseBase.g, 2) + 0.114 * pow(diffuseBase.b, 2);
- float specularBrightness = 0.299 * pow(specularBase.r, 2) + 0.587 * pow(specularBase.g, 2) + 0.114 * pow(specularBase.b, 2);
- float specularStrength = max(specularBase.r, max(specularBase.g, specularBase.b));
- float oneMinusSpecularStrength = 1 - specularStrength;
- float A = dielectricSpecular;
- float B = (diffuseBrightness * (oneMinusSpecularStrength / (1 - A)) + specularBrightness) - 2 * A;
- float C = A - specularBrightness;
- float squareRoot = sqrt(max(0, B * B - 4 * A * C));
- float value = (-B + squareRoot) / (2 * A);
- metalness = clamp(value, 0, 1);
- if (_HasDefaultMetallic && _MixTextureChannelsWithColors > 0) {
- metalness *= _DefaultMetallic;
- }
- }
- else
- {
- metalness = _DefaultMetallic;
- }
- //Glossiness
- float glossiness;
- if (_HasGlossinessTexture > 0) {
- glossiness = _UsingRoughness > 0 ? 1 - tex2D(_GlossinessTexture, i.uv)[_GlossinessComponentIndex] : tex2D(_GlossinessTexture, i.uv)[_GlossinessComponentIndex];
- if (_HasDefaultRoughness && _MixTextureChannelsWithColors > 0) {
- glossiness *= GetGlossiness();
- }
- }
- else if (_HasSpecularTexture > 0)
- {
- float specularIntensity = specularBase.r * 0.2125 + specularBase.g * 0.7154 + specularBase.b * 0.0721;
- glossiness = 1 - sqrt(2 / (_ShininessExponent * specularIntensity + 2));
- if (_HasDefaultRoughness && _MixTextureChannelsWithColors > 0) {
- glossiness *= GetGlossiness();
- }
- }
- else {
- glossiness = GetGlossiness();
- }
- return float4(metalness, metalness, metalness, glossiness);
- }
- ENDCG
- }
- }
- }
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