H_SafeExperienceDrivingSystem/U3D_DrivingSystem/Assets/Plugin/Hard Surface Pro/HardSurface Shaders/HardSurfaceProScreenSpaceRe...

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HLSL

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
//Hard Surface Shader Package, Written for the Unity engine by Bruno Rime: http://www.behance.net/brunorime brunorime@gmail.com
#ifndef HARD_SURFACE_PRO_SCREEN_SPACE_REFELCTION_INCLUDED
#define HARD_SURFACE_PRO_SCREEN_SPACE_REFELCTION_INCLUDED
struct v2f
{
float4 pos : SV_POSITION;
float4 viewDir : TEXCOORD0;
float2 uv_BumpMap : TEXCOORD1;
float3 TtoV0 : TEXCOORD2;
float3 TtoV1 : TEXCOORD3;
float4 GPscreenPos : TEXCOORD4;
};
// define variables
#ifdef HardsurfaceNormal
sampler2D _BumpMap;
#endif
sampler2D _GrabTexture;
#ifdef HardsurfaceSpecular
sampler2D _Spec_Gloss_Reflec_Masks;
#endif
#ifdef HardsurfaceCutOut
sampler2D _MainTex;
fixed _Cutoff;
#endif
fixed _Metalics;
float4 _BumpMap_ST;
half _FrezPow;
half _FrezFalloff;
fixed4 _Color;
fixed _Reflection;
v2f vert (appdata_tan v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
// calculates distance to vert, and base blend for realtime relection
float3 vertworldpos = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 viewVect = _WorldSpaceCameraPos - vertworldpos;
half dist = length (viewVect);
o.viewDir.w = min (1/dist,dist/1);
o.uv_BumpMap = TRANSFORM_TEX( v.texcoord, _BumpMap );
o.GPscreenPos.xy = (float2(o.pos.x, o.pos.y) + o.pos.w) * 0.5;
o.GPscreenPos.zw = o.pos.zw;
TANGENT_SPACE_ROTATION;
o.viewDir.xyz = mul( rotation, ObjSpaceViewDir( v.vertex ) );
o.TtoV0 = mul(rotation, UNITY_MATRIX_IT_MV[0].xyz);
o.TtoV1 = mul(rotation, UNITY_MATRIX_IT_MV[1].xyz);
return o;
}
half4 frag( v2f IN ) : COLOR
{
#ifdef HardsurfaceCutOut
clip ((_Color.a * tex2D(_MainTex,IN.uv_BumpMap).a) - _Cutoff);
#endif
#ifdef HardsurfaceNormal
fixed3 Bumpnormal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
#else
fixed3 Bumpnormal = fixed3(0,0,1);
#endif
// screenspaced normal direction
fixed2 vn;
vn.x = dot(IN.TtoV0, Bumpnormal);
vn.y = dot(IN.TtoV1, Bumpnormal);
// lays over the normal in the direction its biased to.
fixed2 absvn = abs(vn);
fixed maxvn = max(absvn.x,absvn.y);
maxvn = 1 / maxvn;
vn = vn * maxvn;
#ifdef SHADER_API_D3D9
vn.y *= _ProjectionParams.x;
#endif
// calculate view to normal angle
IN.viewDir.xyz = normalize(IN.viewDir.xyz);
fixed SurfAngle= dot(IN.viewDir.xyz,Bumpnormal);
SurfAngle = pow(SurfAngle,2 * (1-IN.viewDir.w));
// screen space coords for capture
fixed2 grabTexcoord = IN.GPscreenPos.xy / IN.GPscreenPos.w;
// warps the screensapce coords by the screenspace normals, which are tweeked by distance and viewangle
fixed2 screenuv;
screenuv = saturate(grabTexcoord + (vn * SurfAngle * (1-SurfAngle * IN.viewDir.w)));
fixed2 screenedges = abs(screenuv * 2 - 1);
screenedges = 1 - (screenedges * screenedges);
// fresnal RefCapture falloff
fixed frez = pow(1-SurfAngle,_FrezFalloff)*_FrezPow;
#ifdef SHADER_API_D3D9
screenuv.y = 1 - screenuv.y;
#endif
//Reflection texture fetch
fixed3 RefCapture = tex2D(_GrabTexture,screenuv).rgb;
RefCapture *= (_Reflection + frez);
//StaticMask to make sure Screenspaced reflections dont show where it warps.
fixed StaticMask = 1 - saturate(SurfAngle * 1.15);
// Reflection Mask
#ifdef HardsurfaceSpecular
fixed ReflecMask = tex2D(_Spec_Gloss_Reflec_Masks, IN.uv_BumpMap).g;
#endif
// uses the lowest falloff value available
#ifdef HardsurfaceSpecular
fixed RefCaptureblend = min(_Reflection + frez, StaticMask) * ReflecMask;
#else
fixed RefCaptureblend = min(_Reflection + frez, StaticMask);
#endif
//Reflection Luminance
fixed ReflectiveLum = saturate(Luminance(RefCapture));
ReflectiveLum *= ReflectiveLum * ReflectiveLum;
// based on metalics value use a tinted or untinted RefCapture
fixed3 reflectionColor = lerp (RefCapture, RefCapture *_Color.rgb, (1 - ReflectiveLum) *_Metalics);
fixed reflectionOpacity = RefCaptureblend * min(screenedges.x,screenedges.y);
return float4 (reflectionColor,reflectionOpacity);
}
#endif