vlad-andreev
8 年前
当前提交
3a839733
共有 3 个文件被更改,包括 0 次插入 和 559 次删除
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541Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitLegacySupport.shader
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9Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitLegacySupport.shader.meta
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9Assets/ScriptableRenderLoop/ForwardRenderLoop.meta
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Shader "HDRenderLoop/LitLegacySupport" |
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{ |
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Properties |
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{ |
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// Following set of parameters represent the parameters node inside the MaterialGraph. |
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// They are use to fill a SurfaceData. With a MaterialGraph this should not exist. |
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// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear |
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_BaseColor("BaseColor", Color) = (1,1,1,1) |
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_BaseColorMap("BaseColorMap", 2D) = "white" {} |
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_Metallic("_Metallic", Range(0.0, 1.0)) = 0 |
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_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 |
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_MaskMap("MaskMap", 2D) = "white" {} |
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_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {} |
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_NormalMap("NormalMap", 2D) = "bump" { } |
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0 |
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_HeightMap("HeightMap", 2D) = "black" {} |
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_HeightScale("Height Scale", Float) = 1 |
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_HeightBias("Height Bias", Float) = 0 |
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[Enum(Parallax, 0, Displacement, 1)] _HeightMapMode("Heightmap usage", Float) = 0 |
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_TangentMap("TangentMap", 2D) = "bump" {} |
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_Anisotropy("Anisotropy", Range(0.0, 1.0)) = 0 |
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_AnisotropyMap("AnisotropyMap", 2D) = "white" {} |
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_DetailMap("DetailMap", 2D) = "black" {} |
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_DetailMask("DetailMask", 2D) = "white" {} |
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_DetailAlbedoScale("_DetailAlbedoScale", Range(-2.0, 2.0)) = 1 |
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_DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1 |
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_DetailSmoothnessScale("_DetailSmoothnessScale", Range(-2.0, 2.0)) = 1 |
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_DetailHeightScale("_DetailHeightScale", Range(-2.0, 2.0)) = 1 |
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_DetailAOScale("_DetailAOScale", Range(-2.0, 2.0)) = 1 |
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[Enum(UV0, 0, UV1, 1)] _UVDetail("UV Set for detailMap", Float) = 0 |
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_SubSurfaceRadius("SubSurfaceRadius", Range(0.0, 1.0)) = 0 |
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_SubSurfaceRadiusMap("SubSurfaceRadiusMap", 2D) = "white" {} |
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//_Thickness("Thickness", Range(0.0, 1.0)) = 0 |
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//_ThicknessMap("ThicknessMap", 2D) = "white" {} |
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//_SubSurfaceProfile("SubSurfaceProfile", Float) = 0 |
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//_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0 |
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//_CoatCoverageMap("CoatCoverageMapMap", 2D) = "white" {} |
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//_CoatRoughness("CoatRoughness", Range(0.0, 1.0)) = 0 |
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//_CoatRoughnessMap("CoatRoughnessMap", 2D) = "white" {} |
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// _DistortionVectorMap("DistortionVectorMap", 2D) = "white" {} |
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// _DistortionBlur("DistortionBlur", Range(0.0, 1.0)) = 0 |
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// Following options are for the GUI inspector and different from the input parameters above |
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// These option below will cause different compilation flag. |
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_EmissiveColor("EmissiveColor", Color) = (0, 0, 0) |
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_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} |
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_EmissiveIntensity("EmissiveIntensity", Float) = 0 |
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[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0 |
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[ToggleOff] _DistortionDepthTest("Distortion Only", Float) = 0.0 |
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[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 |
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_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 |
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// Blending state |
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[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0 |
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[HideInInspector] _BlendMode ("__blendmode", Float) = 0.0 |
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[HideInInspector] _SrcBlend ("__src", Float) = 1.0 |
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[HideInInspector] _DstBlend ("__dst", Float) = 0.0 |
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[HideInInspector] _ZWrite ("__zw", Float) = 1.0 |
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[HideInInspector] _CullMode("__cullmode", Float) = 2.0 |
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// Material Id |
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[HideInInspector] _MaterialId("_MaterialId", FLoat) = 0 |
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[Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1 |
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[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 |
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[Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0 |
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[Enum(DetailMapNormal, 0, DetailMapAOHeight, 1)] _DetailMapMode("DetailMap mode", Float) = 0 |
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// LEGACY SUPPORT |
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_Color("Color", Color) = (1,1,1,1) |
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_MainTex("Albedo", 2D) = "white" {} |
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 |
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_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 |
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_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 |
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[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0 |
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//[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 |
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_MetallicGlossMap("Metallic", 2D) = "white" {} |
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 |
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[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 |
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_BumpScale("Scale", Float) = 1.0 |
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_BumpMap("Normal Map", 2D) = "bump" {} |
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_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 |
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_ParallaxMap ("Height Map", 2D) = "black" {} |
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_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 |
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_OcclusionMap("Occlusion", 2D) = "white" {} |
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_EmissionColor("Color", Color) = (0,0,0) |
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_EmissionMap("Emission", 2D) = "white" {} |
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//_DetailMask("Detail Mask", 2D) = "white" {} |
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_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} |
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_DetailNormalMapScale("Scale", Float) = 1.0 |
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_DetailNormalMap("Normal Map", 2D) = "bump" {} |
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[Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0 |
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// Blending state |
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[HideInInspector] _Mode ("__mode", Float) = 0.0 |
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[HideInInspector] _SrcBlend ("__src", Float) = 1.0 |
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[HideInInspector] _DstBlend ("__dst", Float) = 0.0 |
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[HideInInspector] _ZWrite ("__zw", Float) = 1.0 |
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} |
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CGINCLUDE |
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#define UNITY_SETUP_BRDF_INPUT MetallicSetup |
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ENDCG |
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HLSLINCLUDE |
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#pragma target 5.0 |
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#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev |
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//------------------------------------------------------------------------------------- |
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// Variant |
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//------------------------------------------------------------------------------------- |
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#pragma shader_feature _ALPHATEST_ON |
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#pragma shader_feature _ _DOUBLESIDED_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR |
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#pragma shader_feature _NORMALMAP |
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE |
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#pragma shader_feature _MASKMAP |
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#pragma shader_feature _SPECULAROCCLUSIONMAP |
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
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#pragma shader_feature _EMISSIVE_COLOR |
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#pragma shader_feature _EMISSIVE_COLOR_MAP |
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#pragma shader_feature _HEIGHTMAP |
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#pragma shader_feature _HEIGHTMAP_AS_DISPLACEMENT |
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#pragma shader_feature _TANGENTMAP |
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#pragma shader_feature _ANISOTROPYMAP |
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#pragma shader_feature _DETAIL_MAP |
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#pragma shader_feature _DETAIL_MAP_WITH_NORMAL |
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON |
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED |
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON |
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// TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ? |
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//#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON |
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//------------------------------------------------------------------------------------- |
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// Define |
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//------------------------------------------------------------------------------------- |
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#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl |
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//------------------------------------------------------------------------------------- |
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// Include |
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//------------------------------------------------------------------------------------- |
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#include "common.hlsl" |
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl" |
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl" |
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/Material/Attributes.hlsl" |
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass/ShaderPass.cs.hlsl" |
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//------------------------------------------------------------------------------------- |
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// variable declaration |
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//------------------------------------------------------------------------------------- |
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// Set of users variables |
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float4 _BaseColor; |
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TEXTURE2D(_BaseColorMap); |
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SAMPLER2D(sampler_BaseColorMap); |
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float _Metallic; |
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float _Smoothness; |
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TEXTURE2D(_MaskMap); |
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SAMPLER2D(sampler_MaskMap); |
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TEXTURE2D(_SpecularOcclusionMap); |
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SAMPLER2D(sampler_SpecularOcclusionMap); |
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TEXTURE2D(_NormalMap); |
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SAMPLER2D(sampler_NormalMap); |
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TEXTURE2D(_DetailMask); |
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SAMPLER2D(sampler_DetailMask); |
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TEXTURE2D(_DetailMap); |
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SAMPLER2D(sampler_DetailMap); |
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float4 _DetailMap_ST; |
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float _UVDetail; |
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float _DetailAlbedoScale; |
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float _DetailNormalScale; |
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float _DetailSmoothnessScale; |
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float _DetailHeightScale; |
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float _DetailAOScale; |
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TEXTURE2D(_HeightMap); |
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SAMPLER2D(sampler_HeightMap); |
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float _HeightScale; |
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float _HeightBias; |
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TEXTURE2D(_TangentMap); |
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SAMPLER2D(sampler_TangentMap); |
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float _Anisotropy; |
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TEXTURE2D(_AnisotropyMap); |
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SAMPLER2D(sampler_AnisotropyMap); |
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TEXTURE2D(_DiffuseLightingMap); |
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SAMPLER2D(sampler_DiffuseLightingMap); |
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float3 _EmissiveColor; |
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TEXTURE2D(_EmissiveColorMap); |
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SAMPLER2D(sampler_EmissiveColorMap); |
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float _EmissiveIntensity; |
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float _SubSurfaceRadius; |
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TEXTURE2D(_SubSurfaceRadiusMap); |
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SAMPLER2D(sampler_SubSurfaceRadiusMap); |
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// float _Thickness; |
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//TEXTURE2D(_ThicknessMap); |
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//SAMPLER2D(sampler_ThicknessMap); |
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// float _CoatCoverage; |
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//TEXTURE2D(_CoatCoverageMap); |
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//SAMPLER2D(sampler_CoatCoverageMap); |
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// float _CoatRoughness; |
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//TEXTURE2D(_CoatRoughnessMap); |
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//SAMPLER2D(sampler_CoatRoughnessMap); |
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float _AlphaCutoff; |
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ENDHLSL |
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SubShader |
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{ |
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Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } |
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LOD 300 |
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Pass |
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{ |
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Name "GBuffer" // Name is not used |
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Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index |
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Cull [_CullMode] |
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HLSLPROGRAM |
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#pragma vertex VertDefault |
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#pragma fragment Frag |
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#define SHADERPASS SHADERPASS_GBUFFER |
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#include "../../Material/Material.hlsl" |
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#include "LitData.hlsl" |
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#include "LitSharePass.hlsl" |
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#include "../../ShaderPass/ShaderPassGBuffer.hlsl" |
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ENDHLSL |
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} |
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Pass |
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{ |
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Name "Debug" |
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Tags { "LightMode" = "DebugViewMaterial" } |
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Cull[_CullMode] |
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HLSLPROGRAM |
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#pragma vertex VertDefault |
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#pragma fragment Frag |
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#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL |
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#include "../../Material/Material.hlsl" |
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#include "LitData.hlsl" |
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#include "LitSharePass.hlsl" |
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#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl" |
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ENDHLSL |
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} |
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// Extracts information for lightmapping, GI (emission, albedo, ...) |
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// This pass it not used during regular rendering. |
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Pass |
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{ |
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Name "META" |
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Tags{ "LightMode" = "Meta" } |
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Cull Off |
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HLSLPROGRAM |
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// Lightmap memo |
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// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, |
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// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. |
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#pragma vertex Vert |
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#pragma fragment Frag |
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#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT |
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#include "../../Material/Material.hlsl" |
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#include "LitData.hlsl" |
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#include "LitMetaPass.hlsl" |
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#include "../../ShaderPass/ShaderPassLightTransport.hlsl" |
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ENDHLSL |
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} |
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Pass |
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{ |
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Name "ShadowCaster" |
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Tags{ "LightMode" = "ShadowCaster" } |
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Cull[_CullMode] |
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ZWrite On ZTest LEqual |
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HLSLPROGRAM |
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#pragma vertex Vert |
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#pragma fragment Frag |
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#define SHADERPASS SHADERPASS_DEPTH_ONLY |
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#include "../../Material/Material.hlsl" |
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#include "LitData.hlsl" |
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#include "LitDepthPass.hlsl" |
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#include "../../ShaderPass/ShaderPassDepthOnly.hlsl" |
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ENDHLSL |
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} |
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Pass |
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{ |
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Name "DepthOnly" |
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Tags{ "LightMode" = "DepthOnly" } |
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Cull[_CullMode] |
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ZWrite On ZTest LEqual |
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HLSLPROGRAM |
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#pragma vertex Vert |
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#pragma fragment Frag |
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#define SHADERPASS SHADERPASS_DEPTH_ONLY |
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#include "../../Material/Material.hlsl" |
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#include "LitData.hlsl" |
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#include "LitDepthPass.hlsl" |
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#include "../../ShaderPass/ShaderPassDepthOnly.hlsl" |
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ENDHLSL |
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} |
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Pass |
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{ |
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Name "Motion Vectors" |
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Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity) |
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Cull[_CullMode] |
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ZTest LEqual |
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ZWrite Off // TODO: Test Z equal here. |
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HLSLPROGRAM |
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#pragma vertex Vert |
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#pragma fragment Frag |
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#define SHADERPASS SHADERPASS_VELOCITY |
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#include "../../Material/Material.hlsl" |
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#include "LitData.hlsl" |
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#include "LitVelocityPass.hlsl" |
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#include "../../ShaderPass/ShaderPassVelocity.hlsl" |
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ENDHLSL |
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} |
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Pass |
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{ |
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Name "Forward" // Name is not used |
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Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index |
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Blend [_SrcBlend] [_DstBlend] |
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ZWrite [_ZWrite] |
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Cull [_CullMode] |
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HLSLPROGRAM |
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#pragma vertex VertDefault |
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#pragma fragment Frag |
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#define SHADERPASS SHADERPASS_FORWARD |
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// TEMP until pragma work in include |
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// #include "../../Lighting/Forward.hlsl" |
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#pragma multi_compile LIGHTLOOP_SINGLE_PASS |
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//#pragma multi_compile SHADOWFILTERING_FIXED_SIZE_PCF |
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#include "../../Lighting/Lighting.hlsl" |
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#include "LitData.hlsl" |
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#include "LitSharePass.hlsl" |
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#include "../../ShaderPass/ShaderPassForward.hlsl" |
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ENDHLSL |
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} |
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} |
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SubShader |
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{ |
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Tags{ "RenderType" = "Opaque" "PerformanceChecks" = "False" } |
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LOD 150 |
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// ------------------------------------------------------------------ |
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// Base forward pass (directional light, emission, lightmaps, ...) |
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Pass |
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{ |
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Name "FORWARD" |
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Tags{ "LightMode" = "ForwardBase" } |
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Blend[_SrcBlend][_DstBlend] |
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ZWrite[_ZWrite] |
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CGPROGRAM |
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#pragma target 3.0 |
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// ------------------------------------- |
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#pragma shader_feature _NORMALMAP |
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON |
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#pragma shader_feature _EMISSION |
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#pragma shader_feature _METALLICGLOSSMAP |
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#pragma shader_feature ___ _DETAIL_MULX2 |
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF |
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#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF |
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#pragma shader_feature _PARALLAXMAP |
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#pragma multi_compile_fwdbase |
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#pragma multi_compile_fog |
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#pragma vertex vertBase |
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#pragma fragment fragBase |
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#include "PatchStandardShaderToNewNamingConvention.cginc" |
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#include "../Legacy/UnityStandardCoreForward.cginc" |
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ENDCG |
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} |
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// ------------------------------------------------------------------ |
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// Additive forward pass (one light per pass) |
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Pass |
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{ |
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Name "FORWARD_DELTA" |
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Tags { "LightMode" = "ForwardAdd" } |
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Blend [_SrcBlend] One |
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Fog { Color (0,0,0,0) } // in additive pass fog should be black |
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ZWrite Off |
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ZTest LEqual |
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CGPROGRAM |
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#pragma target 3.0 |
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// ------------------------------------- |
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#pragma shader_feature _NORMALMAP |
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON |
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#pragma shader_feature _METALLICGLOSSMAP |
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF |
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#pragma shader_feature ___ _DETAIL_MULX2 |
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#pragma shader_feature _PARALLAXMAP |
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#pragma multi_compile_fwdadd_fullshadows |
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#pragma multi_compile_fog |
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#pragma vertex vertAdd |
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#pragma fragment fragAdd |
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#include "PatchStandardShaderToNewNamingConvention.cginc" |
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#include "../Legacy/UnityStandardCoreForward.cginc" |
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ENDCG |
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} |
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// ------------------------------------------------------------------ |
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// Shadow rendering pass |
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Pass { |
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Name "ShadowCaster" |
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Tags { "LightMode" = "ShadowCaster" } |
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ZWrite On ZTest LEqual |
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CGPROGRAM |
|||
#pragma target 3.0 |
|||
|
|||
// ------------------------------------- |
|||
|
|||
|
|||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON |
|||
#pragma shader_feature _METALLICGLOSSMAP |
|||
#pragma shader_feature _PARALLAXMAP |
|||
#pragma multi_compile_shadowcaster |
|||
|
|||
#pragma vertex vertShadowCaster |
|||
#pragma fragment fragShadowCaster |
|||
|
|||
#include "PatchStandardShaderToNewNamingConvention.cginc" |
|||
#include "../Legacy/UnityStandardShadow.cginc" |
|||
|
|||
ENDCG |
|||
} |
|||
} |
|||
|
|||
CustomEditor "LitGUI" |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 906fa6b9787318e478cbaeed40f42313 |
|||
timeCreated: 1479905674 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 87cf696b5a0ce42438ce41ddcd5022c2 |
|||
folderAsset: yes |
|||
timeCreated: 1467034984 |
|||
licenseType: Pro |
|||
DefaultImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
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