diff options
Diffstat (limited to 'VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-MatCapLit.shader')
-rw-r--r-- | VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-MatCapLit.shader | 119 |
1 files changed, 119 insertions, 0 deletions
diff --git a/VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-MatCapLit.shader b/VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-MatCapLit.shader new file mode 100644 index 00000000..574a5914 --- /dev/null +++ b/VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-MatCapLit.shader @@ -0,0 +1,119 @@ +// 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" +} |