mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-05-11 21:14:19 -05:00
* MeshUtility を UniGLTF 下に移動 * Assets/VRM10 を追加 * JsonSchemaからのコード生成 UniGLTF/Editor/Generator を追加
55 lines
957 B
Plaintext
55 lines
957 B
Plaintext
Shader "UniVRM/MetallicRoughnessGltfToUnity"
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex ("Texture", 2D) = "white" {}
|
|
_Roughness("Roughness", Float) = 1.0
|
|
}
|
|
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 _MainTex;
|
|
float _Roughness;
|
|
|
|
float4 frag (v2f i) : SV_Target
|
|
{
|
|
float4 col = tex2D(_MainTex, i.uv);
|
|
float pixelRoughnessFactor = (col.g * _Roughness);
|
|
float pixelSmoothness = 1.0f - sqrt(pixelRoughnessFactor);
|
|
return float4(col.b, 0, 0, clamp(pixelSmoothness, 0, 1.0));
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
}
|