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Shader "Hidden/UniGLTF/StandardMapImporter"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_GltfMetallicFactor ("glTF Metallic Factor", Float) = 0.0
_GltfRoughnessFactor ("glTF Roughness Factor", Float) = 0.0
_GltfMetallicRoughnessTexture ("glTF Metallic Roughness Texture", 2D) = "black" {}
_GltfOcclusionTexture ("glTF Occlusion Texture", 2D) = "black" {}
_IsLegacySquaredRoughness ("Is UniGLTF Legacy Squared Roughness", Float) = 0.0
}
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;
half _GltfMetallicFactor;
half _GltfRoughnessFactor;
sampler2D _GltfMetallicRoughnessTexture;
sampler2D _GltfOcclusionTexture;
half _IsLegacySquaredRoughness;
fixed4 frag (v2f i) : SV_Target
{
half4 metallicRoughnessTex = tex2D(_GltfMetallicRoughnessTexture, i.uv);
half4 occlusionTex = tex2D(_GltfOcclusionTexture, i.uv);
half occlusion = occlusionTex.r; // R: glTF Occlusion
half roughness = metallicRoughnessTex.g * _GltfRoughnessFactor; // G: glTF Roughness
half metallic = metallicRoughnessTex.b * _GltfMetallicFactor; // B: glTF Metallic
// MIGRATION code: legacy behaviour
if (_IsLegacySquaredRoughness == 1.0)
{
roughness = sqrt(roughness);
}
fixed4 result;
result.r = metallic; // R: Unity Metallic
result.g = occlusion; // G: Unity Occlusion
result.b = 0; // B: Unity Heightmap (no use)
result.a = 1.0 - roughness; // A: Unity Smoothness
return result;
}
ENDCG
}
}
}