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* 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
56 lines
1.0 KiB
Plaintext
56 lines
1.0 KiB
Plaintext
Shader "UniVRM/MetallicRoughnessUnityToGltf"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Smoothness("Smoothness", Float) = 1.0
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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float _Smoothness;
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float4 frag (v2f i) : SV_Target
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{
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float4 col = tex2D(_MainTex, i.uv);
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float pixelSmoothness = (col.a * _Smoothness);
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float pixelRoughnessFactorSqrt = (1.0f - pixelSmoothness);
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float pixelRoughnessFactor = pixelRoughnessFactorSqrt * pixelRoughnessFactorSqrt;
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return float4(0, clamp(pixelRoughnessFactor, 0, 1.0), col.r, 1);
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}
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ENDCG
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}
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}
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}
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