UniVRM/Assets/VRM10/Runtime/TextureConvert/Resources/Shaders/MetallicRoughnessUnityToGltf.shader
ousttrue d53942a7bd merge vrm10
* 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
2021-01-07 13:37:24 +09:00

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Shader "UniVRM/MetallicRoughnessUnityToGltf"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Smoothness("Smoothness", 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 _Smoothness;
float4 frag (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
float pixelSmoothness = (col.a * _Smoothness);
float pixelRoughnessFactorSqrt = (1.0f - pixelSmoothness);
float pixelRoughnessFactor = pixelRoughnessFactorSqrt * pixelRoughnessFactorSqrt;
return float4(0, clamp(pixelRoughnessFactor, 0, 1.0), col.r, 1);
}
ENDCG
}
}
}