avatar/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-MatCapLit.shader
2022-09-27 20:47:45 -07:00

120 lines
4.5 KiB
GLSL

// VRChat MatCapLit shader, based on Unity's Mobile/Diffuse. Copyright (c) 2019 VRChat.
// Simple MatCapLit shader.
// -fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "VRChat/Mobile/MatCap Lit"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_MatCap ("MatCap (RGB)", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry" }
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#pragma multi_compile_instancing
#pragma skip_variants SHADOWS_SHADOWMASK SHADOWS_SCREEN SHADOWS_DEPTH SHADOWS_CUBE
#include "UnityPBSLighting.cginc"
#include "AutoLight.cginc"
struct VertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 worldPos : TEXCOORD1;
float4 color : TEXCOORD2;
float4 indirect : TEXCOORD3;
float4 direct : TEXCOORD4;
float2 matcapUV : TEXCOORD5;
SHADOW_COORDS(7)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
UNITY_DECLARE_TEX2D(_MainTex);
half4 _MainTex_ST;
UNITY_DECLARE_TEX2D(_MatCap);
float2 matcapSample(float3 viewDirection, float3 normalDirection)
{
half3 worldUp = float3(0,1,0);
half3 worldViewUp = normalize(worldUp - viewDirection * dot(viewDirection, worldUp));
half3 worldViewRight = normalize(cross(viewDirection, worldViewUp));
half2 matcapUV = half2(dot(worldViewRight, normalDirection), dot(worldViewUp, normalDirection)) * 0.5 + 0.5;
return matcapUV;
}
VertexOutput vert (VertexInput v)
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(VertexOutput, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.uv = v.uv;
half3 indirectDiffuse = ShadeSH9(float4(0, 0, 0, 1)); // We don't care about anything other than the color from GI, so only feed in 0,0,0, rather than the normal
half4 lightCol = _LightColor0;
//If we don't have a directional light or realtime light in the scene, we can derive light color from a slightly modified indirect color.
int lightEnv = int(any(_WorldSpaceLightPos0.xyz));
if(lightEnv != 1)
lightCol = indirectDiffuse.xyzz * 0.2;
float4 lighting = lightCol;
o.color = v.color;
o.direct = lighting;
o.indirect = indirectDiffuse.xyzz;
float3 worldNorm = normalize(unity_WorldToObject[0].xyz * v.normal.x + unity_WorldToObject[1].xyz * v.normal.y + unity_WorldToObject[2].xyz * v.normal.z);
worldNorm = mul((float3x3)UNITY_MATRIX_V, worldNorm);
o.matcapUV = matcapSample(normalize(_WorldSpaceCameraPos - o.worldPos), UnityObjectToWorldNormal(v.normal)); //worldNorm.xy * 0.5 + 0.5;
TRANSFER_SHADOW(o);
return o;
}
float4 frag (VertexOutput i, float facing : VFACE) : SV_Target
{
UNITY_LIGHT_ATTENUATION(attenuation, i, i.worldPos.xyz);
float4 albedo = UNITY_SAMPLE_TEX2D(_MainTex, TRANSFORM_TEX(i.uv, _MainTex));
float4 mc = UNITY_SAMPLE_TEX2D(_MatCap, i.matcapUV);
half4 final = (albedo * i.color * mc) * (i.direct * attenuation + i.indirect);
return float4(final.rgb, 1);
}
ENDCG
}
}
Fallback "VRChat/Mobile/Diffuse"
}