本日はMRTKのShader調査枠です。
〇EnvironmentColor
EncironmentColorはオブジェクトに対しユーザーが見る向きによって色味が変わる機能です。
デフォルトではX軸に赤,Y軸に緑,Z軸に青が使用されています。
ユーザーが移動するとオブジェクトを見る向きに合わせて色が変わります。

〇Shader
〇 Properties
Properties{
...
[Toggle(_ENVIRONMENT_COLORING)] _EnvironmentColoring("Environment Coloring", Float) = 0.0
_EnvironmentColorThreshold("Environment Color Threshold", Range(0.0, 3.0)) = 1.5
_EnvironmentColorIntensity("Environment Color Intensity", Range(0.0, 1.0)) = 0.5
_EnvironmentColorX("Environment Color X (RGB)", Color) = (1.0, 0.0, 0.0, 1.0)
_EnvironmentColorY("Environment Color Y (RGB)", Color) = (0.0, 1.0, 0.0, 1.0)
_EnvironmentColorZ("Environment Color Z (RGB)", Color) = (0.0, 0.0, 1.0, 1.0)
}
Propertiesではトグルと[EnvironmentColorThreshold],[EnvironmentColorIntensity],[EnvironmentColorX],[EnvironmentColorY],[_EnvironmentColorZ]の5つのpropertyがあります。
このうち _EnvironmentColorはX,Y,Zそれぞれの軸の色の設定になります。
〇フラグメントシェーダー
#if defined(_ENVIRONMENT_COLORING)
fixed3 environmentColor = incident.x * incident.x * _EnvironmentColorX +
incident.y * incident.y * _EnvironmentColorY +
incident.z * incident.z * _EnvironmentColorZ;
output.rgb += environmentColor * max(0.0, dot(incident, worldNormal) + _EnvironmentColorThreshold) * _EnvironmentColorIntensity;
#endif
[encironmentColor]には各軸incidentの2条に_EnvironmentColorが積算されます。
incidentは次のようになっています。
fixed3 incident = -worldViewDir;
worldViewDirは直前で定義されておりUnityのワールド空間でのビュー方向の逆値です。
fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPosition.xyz));
つまりincidentがユーザーの見ている角度に相当します。incidentを二乗することで角度の差を出しています。incident自体は-worldViewDirでマイナスの値を持っていますが、二乗かすることで正の値になります。
この値に[_EnvironmentColor]の各値が積算されます。
これが[environmentColor]です。
output.rgb += environmentColor * max(0.0, dot(incident, worldNormal) + _EnvironmentColorThreshold) * _EnvironmentColorIntensity;
最終的な出力のoutputのrgbにencironmentColorが加算されます。 この時max関数によってincidentとworldNormalの内積の最大値に_EnvironmentColorThresholdが加算されencironmentColorに積算されます。
max(0.0, dot(incident, worldNormal)) は描画する際にRimLight同様モデルの持つ法線でグラデーションがかかるようになります。_EnvironmentColorThresholdはこの閾値になります。


_EnvironmentColorIntensityはそのまま値を積算しており、発光どうよう色の強度になります。
以上がEnvironmentColorです。
やっていることはビュー方向を取得してそれに合わせてXYZのColorを積算しているという感じのようです。
〇今回編集したShader
Shader "Custom/StandardEnviroment"
{
Properties
{
// Main maps.
_Color("Color", Color) = (1.0, 1.0, 1.0, 1.0)
_MainTex("Albedo", 2D) = "white" {}
[Enum(AlbedoAlphaMode)] _AlbedoAlphaMode("Albedo Alpha Mode", Float) = 0 // "Transparency"
[Toggle] _AlbedoAssignedAtRuntime("Albedo Assigned at Runtime", Float) = 0.0
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
[Toggle(_CHANNEL_MAP)] _EnableChannelMap("Enable Channel Map", Float) = 0.0
[NoScaleOffset] _ChannelMap("Channel Map", 2D) = "white" {}
[Toggle(_NORMAL_MAP)] _EnableNormalMap("Enable Normal Map", Float) = 0.0
[NoScaleOffset] _NormalMap("Normal Map", 2D) = "bump" {}
_NormalMapScale("Scale", Float) = 1.0
[Toggle(_EMISSION)] _EnableEmission("Enable Emission", Float) = 0.0
[HDR]_EmissiveColor("Emissive Color", Color) = (0.0, 0.0, 0.0, 1.0)
[Toggle(_TRIPLANAR_MAPPING)] _EnableTriplanarMapping("Triplanar Mapping", Float) = 0.0
[Toggle(_LOCAL_SPACE_TRIPLANAR_MAPPING)] _EnableLocalSpaceTriplanarMapping("Local Space", Float) = 0.0
_TriplanarMappingBlendSharpness("Blend Sharpness", Range(1.0, 16.0)) = 4.0
[Toggle(_ENVIRONMENT_COLORING)] _EnvironmentColoring("Environment Coloring", Float) = 0.0
_EnvironmentColorThreshold("Environment Color Threshold", Range(0.0, 3.0)) = 1.5
_EnvironmentColorIntensity("Environment Color Intensity", Range(0.0, 1.0)) = 0.5
_EnvironmentColorX("Environment Color X (RGB)", Color) = (1.0, 0.0, 0.0, 1.0)
_EnvironmentColorY("Environment Color Y (RGB)", Color) = (0.0, 1.0, 0.0, 1.0)
_EnvironmentColorZ("Environment Color Z (RGB)", Color) = (0.0, 0.0, 1.0, 1.0)
}
SubShader
{
Pass
{
Name "Main"
Tags{ "RenderType" = "Opaque" "LightMode" = "ForwardBase" }
LOD 100
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _DIRECTIONAL_LIGHT
#pragma shader_feature _ENVIRONMENT_COLORING
#include "UnityCG.cginc"
#include "UnityStandardConfig.cginc"
#include "UnityStandardUtils.cginc"
#include "MixedRealityShaderUtils.cginc"
// This define will get commented in by the UpgradeShaderForLightweightRenderPipeline method.
//#define _LIGHTWEIGHT_RENDER_PIPELINE
#if defined (_DIRECTIONAL_LIGHT) || defined(_ENVIRONMENT_COLORING)
#define _NORMAL
#else
#undef _NORMAL
#endif
#if defined(_NORMAL)
#define _WORLD_POSITION
#else
#undef _WORLD_POSITION
#endif
#if defined(_DIRECTIONAL_LIGHT)
#define _FRESNEL
#else
#undef _FRESNEL
#endif
#define _UV
struct appdata_t
{
float4 vertex : POSITION;
// The default UV channel used for texturing.
float2 uv : TEXCOORD0;
// Used for smooth normal data (or UGUI scaling data).
float4 uv2 : TEXCOORD2;
// Used for UGUI scaling data.
float2 uv3 : TEXCOORD3;
fixed3 normal : NORMAL;
#if defined(_NORMAL_MAP)
fixed4 tangent : TANGENT;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 position : SV_POSITION;
#if defined(_UV)
float2 uv : TEXCOORD0;
#endif
#if defined(_WORLD_POSITION)
float3 worldPosition : TEXCOORD2;
#endif
#if defined(_SCALE)
float3 scale : TEXCOORD3;
#endif
#if defined(_NORMAL)
#if defined(_NORMAL_MAP)
fixed3 tangentX : COLOR3;
fixed3 tangentY : COLOR4;
fixed3 tangentZ : COLOR5;
#else
fixed3 worldNormal : COLOR3;
#endif
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
sampler2D _MainTex;
fixed4 _MainTex_ST;
fixed _Metallic;
fixed _Smoothness;
#if defined(_NORMAL_MAP)
sampler2D _NormalMap;
float _NormalMapScale;
#endif
#if defined(_DIRECTIONAL_LIGHT)
#if defined(_LIGHTWEIGHT_RENDER_PIPELINE)
CBUFFER_START(_LightBuffer)
float4 _MainLightPosition;
half4 _MainLightColor;
CBUFFER_END
#else
fixed4 _LightColor0;
#endif
#endif
#if defined(_ENVIRONMENT_COLORING)
fixed _EnvironmentColorThreshold;
fixed _EnvironmentColorIntensity;
fixed3 _EnvironmentColorX;
fixed3 _EnvironmentColorY;
fixed3 _EnvironmentColorZ;
#endif
#if defined(_DIRECTIONAL_LIGHT)
static const fixed _MinMetallicLightContribution = 0.7;
static const fixed _IblContribution = 0.1;
#endif
#if defined(_FRESNEL)
static const float _FresnelPower = 8.0;
#endif
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 vertexPosition = v.vertex;
#if defined(_WORLD_POSITION)
float3 worldVertexPosition = mul(unity_ObjectToWorld, vertexPosition).xyz;
#endif
#if defined(_SCALE)
o.scale.x = length(mul(unity_ObjectToWorld, float4(1.0, 0.0, 0.0, 0.0)));
o.scale.y = length(mul(unity_ObjectToWorld, float4(0.0, 1.0, 0.0, 0.0)));
o.scale.z = length(mul(unity_ObjectToWorld, float4(0.0, 0.0, 1.0, 0.0)));
#endif
fixed3 localNormal = v.normal;
#if defined(_NORMAL)
fixed3 worldNormal = UnityObjectToWorldNormal(localNormal);
#endif
o.position = UnityObjectToClipPos(vertexPosition);
#if defined(_WORLD_POSITION)
o.worldPosition.xyz = worldVertexPosition;
#endif
#if defined(_UV)
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
#endif
#if defined(_NORMAL)
#if defined(_NORMAL_MAP)
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
fixed3 worldBitangent = cross(worldNormal, worldTangent) * tangentSign;
o.tangentX = fixed3(worldTangent.x, worldBitangent.x, worldNormal.x);
o.tangentY = fixed3(worldTangent.y, worldBitangent.y, worldNormal.y);
o.tangentZ = fixed3(worldTangent.z, worldBitangent.z, worldNormal.z);
#else
o.worldNormal = worldNormal;
#endif
#endif
return o;
}
fixed4 frag(v2f i, fixed facing : VFACE) : SV_Target
{
fixed4 albedo = tex2D(_MainTex, i.uv);
#ifdef LIGHTMAP_ON
albedo.rgb *= DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.lightMapUV));
#endif
albedo *= _Color;
// Normal calculation.
#if defined(_NORMAL)
fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPosition.xyz));
#if defined(_ENVIRONMENT_COLORING)
fixed3 incident = -worldViewDir;
#endif
fixed3 worldNormal;
#if defined(_NORMAL_MAP)
fixed3 tangentNormal = UnpackScaleNormal(tex2D(_NormalMap, i.uv), _NormalMapScale);
worldNormal.x = dot(i.tangentX, tangentNormal);
worldNormal.y = dot(i.tangentY, tangentNormal);
worldNormal.z = dot(i.tangentZ, tangentNormal);
worldNormal = normalize(worldNormal) * facing;
#else
worldNormal = normalize(i.worldNormal) * facing;
#endif
#endif
fixed pointToLight = 1.0;
fixed3 fluentLightColor = fixed3(0.0, 0.0, 0.0);
// Blinn phong lighting.
#if defined(_DIRECTIONAL_LIGHT)
#if defined(_LIGHTWEIGHT_RENDER_PIPELINE)
float4 directionalLightDirection = _MainLightPosition;
#else
float4 directionalLightDirection = _WorldSpaceLightPos0;
#endif
fixed diffuse = max(0.0, dot(worldNormal, directionalLightDirection));
fixed specular = 0.0;
#endif
// Image based lighting (attempt to mimic the Standard shader).
fixed3 ibl = unity_IndirectSpecColor.rgb;
// Fresnel lighting.
#if defined(_FRESNEL)
fixed fresnel = 1.0 - saturate(abs(dot(worldViewDir, worldNormal)));
fixed3 fresnelColor = unity_IndirectSpecColor.rgb * (pow(fresnel, _FresnelPower) * max(_Smoothness, 0.5));
#endif
// Final lighting mix.
fixed4 output = albedo;
fixed3 ambient = glstate_lightmodel_ambient + fixed3(0.25, 0.25, 0.25);
fixed minProperty = min(_Smoothness, _Metallic);
#if defined(_DIRECTIONAL_LIGHT)
fixed oneMinusMetallic = (1.0 - _Metallic);
output.rgb = lerp(output.rgb, ibl, minProperty);
fixed3 directionalLightColor = _LightColor0.rgb;
output.rgb *= lerp((ambient + directionalLightColor * diffuse + directionalLightColor * specular) * max(oneMinusMetallic, _MinMetallicLightContribution), albedo, minProperty);
output.rgb += (directionalLightColor * albedo * specular) + (directionalLightColor * specular * _Smoothness);
output.rgb += ibl * oneMinusMetallic * _IblContribution;
#endif
#if defined(_FRESNEL)
output.rgb += fresnelColor * (1.0 - minProperty);
#endif
// Environment coloring.
#if defined(_ENVIRONMENT_COLORING)
fixed3 environmentColor = incident.x * incident.x * _EnvironmentColorX +
incident.y * incident.y * _EnvironmentColorY +
incident.z * incident.z * _EnvironmentColorZ;
output.rgb += environmentColor * max(0.0, dot(incident, worldNormal) + _EnvironmentColorThreshold) * _EnvironmentColorIntensity;
#endif
return output;
}
ENDCG
}
}
Fallback "Hidden/InternalErrorShader"
}