Unity Fresnel Hero(Dota2) Shader

Shader "HeroShader" {

Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_RimColor ("Rim Color", Color) = (0.97,0.88,1,0.75)
_RimPower ("Rim Power", Float) = 2.5
_Fresnel ("Fresnel Value", Float) = 0.28
_MainTex ("Base (RGB)", 2D) = "white" {}
_BumpMap ("Bump (RGB)", 2D) = "bump" {}
_SpecularTex ("Specular Level (R) Gloss (G)", 2D) = "gray" {}
_RimTex ("Rim ramp (RGB) Fresnel ramp (A)", 2D) = " grey" {}
_WrapTex ("Wrap ramp (RGBA)", 2D) = "black" {}

_Cutoff ("Alpha cutoff", Range (0,1)) = 0.5
}

SubShader {
Tags { "RenderType" = "Opaque" }

AlphaTest Greater [_Cutoff]
Blend Off
Cull Off

CGPROGRAM
#pragma surface surf BumpSpecSkin
#include "UnityCG.cginc"

float4 _Color;
float _Shininess;
sampler2D _MainTex;
sampler2D _WrapTex;
sampler2D _RimTex;
sampler2D _BumpMap;
sampler2D _SpecularTex;
float4 _RimColor;
float _RimPower;
float _Fresnel;

inline float CalcFresnel(float3 viewDir, float3 h, float fresnelValue)
{
float fresnel = pow(1.0 - dot(viewDir, h), 5.0);
fresnel += fresnelValue * (1.0 - fresnel);
return fresnel;
}

half4 LightingBumpSpecSkin (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
{
float rimf = dot(s.Normal, viewDir);
half4 rim = tex2D (_RimTex, rimf.xx);
half3 h = normalize (lightDir + viewDir);
float fresnel = CalcFresnel ( viewDir, h, lerp ( 0.2, _Fresnel, s.Specular ) );
half diffusePos = dot(s.Normal, lightDir) * 0.5 + 0.5;
half4 diffuse = tex2D (_WrapTex, diffusePos.xx);
diffuse.rgb *= rim.rgb;
float nh = saturate( dot( h, s.Normal ) );
float spec = pow (nh, 128 * s.Gloss) * s.Specular * fresnel ;
half4 c;
c.rgb = ((s.Albedo + spec * rim.a) * (diffuse + diffusePos) + spec)* (atten * 2) * _LightColor0.rgb;
c.a = s.Alpha;

return c;
}

struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
};


void surf (Input IN, inout SurfaceOutput o) {
half4 texcol = tex2D( _MainTex, IN.uv_MainTex);
o.Albedo = texcol.rgb * _Color.rgb;
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
float3 specMap = tex2D(_SpecularTex, IN.uv_MainTex).rgb;
o.Specular = specMap.r;
o.Gloss = specMap.g;
half3 rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow(rim, _RimPower);
o.Alpha = texcol.a * _Color.a;
}


ENDCG

}

Fallback "VertexLit"
}

原文地址:https://www.cnblogs.com/bearworks/p/5266691.html