浏览代码

Tweaked default shader values to be mid grey

/main
Felipe Lira 7 年前
当前提交
9fe30bee
共有 3 个文件被更改,包括 13 次插入13 次删除
  1. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader
  2. 6
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
  3. 18
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightStandardTerrain.shader

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader


// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
_Color("Color", Color) = (1,1,1,1)
_Color("Color", Color) = (0.5,0.5,0.5,1)
_MainTex("Albedo", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

6
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader


// Keep properties of StandardSpecular shader for upgrade reasons.
Properties
{
_Color("Color", Color) = (1,1,1,1)
_Color("Color", Color) = (0.5, 0.5, 0.5, 1)
_Shininess("Shininess", Range(0.01, 1.0)) = 1.0
_Shininess("Shininess", Range(0.01, 1.0)) = 0.5
_GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0
_Glossiness("Glossiness", Range(0.0, 1.0)) = 0.5

_SpecColor("Specular", Color) = (1.0, 1.0, 1.0)
_SpecColor("Specular", Color) = (0.5, 0.5, 0.5)
_SpecGlossMap("Specular", 2D) = "white" {}
[HideInInspector] _GlossinessSource("Glossiness Source", Float) = 0.0
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0

18
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightStandardTerrain.shader


{
// set by terrain engine
[HideInInspector] _Control("Control (RGBA)", 2D) = "red" {}
[HideInInspector] _Splat3("Layer 3 (A)", 2D) = "white" {}
[HideInInspector] _Splat2("Layer 2 (B)", 2D) = "white" {}
[HideInInspector] _Splat1("Layer 1 (G)", 2D) = "white" {}
[HideInInspector] _Splat0("Layer 0 (R)", 2D) = "white" {}
[HideInInspector] _Splat3("Layer 3 (A)", 2D) = "grey" {}
[HideInInspector] _Splat2("Layer 2 (B)", 2D) = "grey" {}
[HideInInspector] _Splat1("Layer 1 (G)", 2D) = "grey" {}
[HideInInspector] _Splat0("Layer 0 (R)", 2D) = "grey" {}
[HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {}
[HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {}
[HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {}

[HideInInspector][Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0
[HideInInspector][Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0
[HideInInspector] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 1.0
[HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 1.0
[HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 1.0
[HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 1.0
[HideInInspector] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 0.5
[HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 0.5
[HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 0.5
[HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 0.5
[HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "white" {}
[HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "grey" {}
[HideInInspector] _Color("Main Color", Color) = (1,1,1,1)
}

正在加载...
取消
保存