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- // Copyright (c) 2017-2019 Xiamen Yaji Software Co., Ltd.
- CCEffect %{
- techniques:
- - name: opaque
- passes:
- - vert: standard-vs:vert
- frag: standard-fs:frag
- properties: &props
- tilingOffset: { value: [1.0, 1.0, 0.0, 0.0] }
- rimLightColor: { value: [1.0, 1.0, 1.0, 1.0], target: rimColor, editor: { displayName: Rim Color, type: color } }
- mainColor: { value: [1.0, 1.0, 1.0, 1.0], target: albedo, editor: { displayName: Albedo, type: color } }
- albedoScale: { value: [1.0, 1.0, 1.0], target: albedoScaleAndCutoff.xyz }
- alphaThreshold: { value: 0.5, target: albedoScaleAndCutoff.w, editor: { parent: USE_ALPHA_TEST } }
- occlusion: { value: 1.0, target: pbrParams.x }
- roughness: { value: 0.8, target: pbrParams.y }
- metallic: { value: 0.6, target: pbrParams.z }
- normalStrenth: { value: 1.0, target: pbrParams.w, editor: { parent: USE_NORMAL_MAP } }
- emissive: { value: [0.0, 0.0, 0.0, 1.0], editor: { type: color } }
- emissiveScale: { value: [1.0, 1.0, 1.0], target: emissiveScaleParam.xyz }
- mainTexture: { value: grey, target: albedoMap, editor: { displayName: AlbedoMap } }
- normalMap: { value: normal }
- pbrMap: { value: grey }
- metallicRoughnessMap: { value: grey }
- occlusionMap: { value: white }
- emissiveMap: { value: grey }
- migrations: &migs # existing material data migration
- properties:
- mainColor: { formerlySerializedAs: albedo }
- alphaThreshold: { formerlySerializedAs: albedoScale.w }
- normalStrenth: { formerlySerializedAs: pbrScale.w }
- mainTexture: { formerlySerializedAs: albedoMap }
- - name: transparent
- passes:
- - vert: standard-vs:vert
- frag: standard-fs:frag
- depthStencilState:
- depthTest: true
- depthWrite: false
- blendState:
- targets:
- - blend: true
- blendSrc: src_alpha
- blendDst: one_minus_src_alpha
- blendDstAlpha: one_minus_src_alpha
- properties: *props
- migrations: *migs
- }%
- CCProgram shared-ubos %{
- uniform Constants {
- vec4 tilingOffset;
- vec4 rimColor;
- vec4 albedo;
- vec4 albedoScaleAndCutoff;
- vec4 pbrParams;
- vec4 emissive;
- vec4 emissiveScaleParam;
- vec4 fogParams;
- };
- }%
- CCProgram standard-vs %{
- precision highp float;
- #include <input-standard>
- #include <cc-global>
- #include <cc-local-batch>
- #include <shared-ubos>
- #if USE_VERTEX_COLOR
- in vec3 a_color;
- out vec3 v_color;
- #endif
- out vec3 v_position;
- out vec3 v_normal;
- out vec3 v_view_normal;
- out vec3 v_view_position;
- #if USE_NORMAL_MAP
- out vec3 v_tangent;
- out vec3 v_bitangent;
- #endif
- in vec2 a_texCoord;
- out vec2 v_uv;
- in vec2 a_texCoord1;
- out vec2 v_uv1;
- #if USE_LIGHTMAP && !USE_BATCHING && !USE_INSTANCING
- out vec2 v_luv;
- #endif
- vec4 vert () {
- StandardVertInput In;
- CCVertInput(In);
- mat4 matWorld, matWorldIT;
- CCGetWorldMatrixFull(matWorld, matWorldIT);
- vec4 pos = matWorld * In.position;
- v_position = pos.xyz;
- vec4 normal = vec4(In.normal,0.0);
- v_normal = normalize((matWorldIT * normal).xyz);
- v_view_normal = normalize(((cc_matView * matWorldIT) * normal).xyz);
- vec4 vpos = (cc_matView * matWorld) * In.position;
- v_view_position = vpos.xyz;
- #if USE_NORMAL_MAP
- v_tangent = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);
- v_bitangent = cross(v_normal, v_tangent) * In.tangent.w; // note the cross order
- #endif
- v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;
- #if HAS_SECOND_UV
- v_uv1 = a_texCoord1 * tilingOffset.xy + tilingOffset.zw;
- #endif
- #if USE_VERTEX_COLOR
- v_color = a_color;
- #endif
- #if USE_LIGHTMAP && HAS_SECOND_UV && !USE_BATCHING && !USE_INSTANCING
- v_luv = cc_lightingMapUVParam.xy + a_texCoord1 * cc_lightingMapUVParam.zw;
- #endif
- return cc_matProj * (cc_matView * matWorld) * In.position;
- }
- }%
- CCProgram standard-fs %{
- precision highp float;
- #include <cc-global>
- #include <shading-standard>
- #include <output-standard>
- #include <gamma>
- #include <shared-ubos>
- in vec3 v_position;
- in vec3 v_view_position;
- in vec2 v_uv;
- in vec2 v_uv1;
- in vec3 v_normal;
- in vec3 v_view_normal;
- #if USE_VERTEX_COLOR
- in vec3 v_color;
- #endif
- #if USE_ALBEDO_MAP
- uniform sampler2D albedoMap;
- #pragma define ALBEDO_UV options([v_uv, v_uv1])
- #endif
- #if USE_NORMAL_MAP
- in vec3 v_tangent;
- in vec3 v_bitangent;
- uniform sampler2D normalMap;
- #pragma define NORMAL_UV options([v_uv, v_uv1])
- #endif
- #if USE_PBR_MAP
- uniform sampler2D pbrMap;
- #pragma define PBR_UV options([v_uv, v_uv1])
- #endif
- #if USE_METALLIC_ROUGHNESS_MAP
- uniform sampler2D metallicRoughnessMap;
- #pragma define METALLIC_ROUGHNESS_UV options([v_uv, v_uv1])
- #endif
- #if USE_OCCLUSION_MAP
- uniform sampler2D occlusionMap;
- #pragma define OCCLUSION_UV options([v_uv, v_uv1])
- #endif
- #if USE_EMISSIVE_MAP
- uniform sampler2D emissiveMap;
- #pragma define EMISSIVE_UV options([v_uv, v_uv1])
- #endif
- #if USE_LIGHTMAP
- in vec2 v_luv;
- #pragma builtin(local)
- layout(binding = 30) uniform sampler2D cc_lightingMap;
- #endif
- #pragma define OCCLUSION_CHANNEL options([r, g, b])
- #pragma define ROUGHNESS_CHANNEL options([g, b, r])
- #pragma define METALLIC_CHANNEL options([b, r, g])
- #if USE_ALPHA_TEST
- #pragma define ALPHA_TEST_CHANNEL options([a, r])
- #endif
- void surf (out StandardSurface s) {
- vec4 baseColor = albedo;
- #if USE_VERTEX_COLOR
- baseColor.rgb *= v_color;
- #endif
- #if USE_ALBEDO_MAP
- vec4 texColor = texture(albedoMap, ALBEDO_UV);
- texColor.rgb = SRGBToLinear(texColor.rgb);
- baseColor *= texColor;
- #endif
- s.albedo = baseColor;
- s.albedo.rgb *= albedoScaleAndCutoff.xyz;
- #if USE_ALPHA_TEST
- if (s.albedo.ALPHA_TEST_CHANNEL < albedoScaleAndCutoff.w) discard;
- #endif
- //fog compute
- float density = 0.001;//fogParams.w;
- float dist2 = dot(v_view_position,v_view_position);
- float fogFactor = exp( -density*density * dist2);
- fogFactor = clamp(fogFactor, 0.0, 1.0);
- vec3 fogColor = vec3(1.0,1,1.0);//fogParams.xyz;
- s.albedo.rgb = mix(fogColor,s.albedo.rgb,fogFactor);
- s.normal = v_normal;
- #if USE_NORMAL_MAP
- vec3 nmmp = texture(normalMap, NORMAL_UV).xyz - vec3(0.5);
- s.normal =
- (nmmp.x * pbrParams.w) * normalize(v_tangent) +
- (nmmp.y * pbrParams.w) * normalize(v_bitangent) +
- nmmp.z * normalize(s.normal);
- #endif
- s.position = v_position;
- vec4 pbr = pbrParams;
- #if USE_PBR_MAP
- vec4 res = texture(pbrMap, PBR_UV);
- pbr.x *= res.OCCLUSION_CHANNEL;
- pbr.y *= res.ROUGHNESS_CHANNEL;
- pbr.z *= res.METALLIC_CHANNEL;
- #endif
- #if USE_METALLIC_ROUGHNESS_MAP
- vec4 metallicRoughness = texture(metallicRoughnessMap, METALLIC_ROUGHNESS_UV);
- pbr.z *= metallicRoughness.METALLIC_CHANNEL;
- pbr.y *= metallicRoughness.ROUGHNESS_CHANNEL;
- #endif
- #if USE_OCCLUSION_MAP
- pbr.x *= texture(occlusionMap, OCCLUSION_UV).OCCLUSION_CHANNEL;
- #endif
- s.occlusion = clamp(pbr.x, 0.0, 0.96);
- s.roughness = clamp(pbr.y, 0.04, 1.0);
- s.metallic = pbr.z;
- s.emissive = emissive.rgb * emissiveScaleParam.xyz;
- #if USE_EMISSIVE_MAP
- s.emissive *= SRGBToLinear(texture(emissiveMap, EMISSIVE_UV).rgb);
- #endif
- }
- vec4 frag () {
- StandardSurface s; surf(s);
- vec4 color = CCStandardShading(s);
- #if USE_LIGHTMAP && !USE_BATCHING && !USE_INSTANCING
- vec4 lighting = texture(cc_lightingMap, v_luv);
- float fAmb = 0.5 - s.normal.y * 0.5;
- vec3 ambDiff = mix(cc_ambientSky.rgb, cc_ambientGround.rgb, fAmb) * cc_ambientSky.w;
- vec3 finalColor = (ambDiff.rgb * s.albedo.rgb);
- finalColor += lighting.rgb * s.albedo.rgb;
- finalColor = finalColor * s.occlusion;
- finalColor += s.emissive;
- color.rgb = lighting.a * finalColor + (1.0 - lighting.a) * color.rgb;
- #endif
-
- float fRim = (1.0 - dot(normalize(v_view_normal),vec3(0,0,1.0))) * rimColor.w;
- color.rgb = mix(color.rgb,rimColor.rgb,fRim);
- //color.rgb = mix(vec3(0.0,0.0,0.0),rimColor.rgb,fRim);
- return CCFragOutput(color);
- }
- }%
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