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Updated shader and materials to use same metallic/spec gloss map and keywords as standard. This will allow substance workflow to work in lightweight.

/RenderPassXR_Sandbox
Felipe Lira 7 年前
当前提交
f4fc9498
共有 35 个文件被更改,包括 138 次插入86 次删除
  1. 39
      ScriptableRenderPipeline/LightweightPipeline/Editor/ShaderGUI/LightweightStandardShaderGUI.cs
  2. 2
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightBRDF.cginc
  3. 14
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightInput.cginc
  4. 2
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightLighting.cginc
  5. 10
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardShaderPBS.shader
  6. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/024_Shader_PBRvalidation_Specular/Adam/Materials/Crowd_LOD0_Mat_Limbs_spec.mat
  7. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/024_Shader_PBRvalidation_Specular/Adam/Materials/Crowd_LOD0_Mat_Torso_spec.mat
  8. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/024_Shader_PBRvalidation_Specular/PBRtest_Spec.mat
  9. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/025_Shader_PBRvalidation_Metallic/Adam/Materials/Crowd_LOD0_Mat_Limbs_metallic.mat
  10. 6
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/025_Shader_PBRvalidation_Metallic/Adam/Materials/Crowd_LOD0_Mat_Torso_metallic.mat
  11. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/025_Shader_PBRvalidation_Metallic/PBRtest_met.mat
  12. 62
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene.unity
  13. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/BenchDrill/materials/kabel.mat
  14. 4
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/BenchDrill/materials/korpus.mat
  15. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/BenchDrill/materials/kozhuh.mat
  16. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/BenchDrill/materials/motor.mat
  17. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/BenchDrill/materials/spindle.mat
  18. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/BenchDrill/materials/stanina.mat
  19. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/BenchDrill/materials/stanina_vk.mat
  20. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/BenchDrill/materials/top.mat
  21. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/BenchDrill/materials/val.mat
  22. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/CeramicTiles.mat
  23. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/Challenge-Brick.mat
  24. 4
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/Hole_mesh.mat
  25. 4
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/IndustrialGlass.mat
  26. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/PW_WoodLog.mat
  27. 6
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/Pyramids Wall - v01.mat
  28. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/Roofing.mat
  29. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/ShoreRockSand.mat
  30. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/bark.mat
  31. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/herringbone_brick_floor.mat
  32. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/metal_aluminium_directional.mat
  33. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/metal_brushed_copper.mat
  34. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/red_paint.mat
  35. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/rocks_dirt_ground.mat

39
ScriptableRenderPipeline/LightweightPipeline/Editor/ShaderGUI/LightweightStandardShaderGUI.cs


private MaterialProperty metallic = null;
private MaterialProperty specColor = null;
private MaterialProperty metallicSpecMap = null;
private MaterialProperty metallicGlossMap = null;
private MaterialProperty specGlossMap = null;
private MaterialProperty highlights = null;
private MaterialProperty reflections = null;

metallic = FindProperty("_Metallic", props);
specColor = FindProperty("_SpecColor", props);
metallicSpecMap = FindProperty("_MetallicSpecGlossMap", props);
metallicGlossMap = FindProperty("_MetallicGlossMap", props);
specGlossMap = FindProperty("_SpecGlossMap", props);
highlights = FindProperty("_SpecularHighlights", props);
reflections = FindProperty("_GlossyReflections", props);

void DoMetallicSpecularArea()
{
GUIContent metallicSpecMapName;
MaterialProperty metallicSpecColorProp;
bool hasGlossMap = false;
metallicSpecMapName = Styles.metallicMapText;
hasGlossMap = metallicGlossMap.textureValue != null;
metallicSpecColorProp = metallic;
m_MaterialEditor.TexturePropertySingleLine(Styles.metallicMapText, metallicGlossMap,
hasGlossMap ? null : metallic);
metallicSpecMapName = Styles.specularMapText;
hasGlossMap = specGlossMap.textureValue != null;
metallicSpecColorProp = specColor;
m_MaterialEditor.TexturePropertySingleLine(Styles.specularMapText, specGlossMap,
hasGlossMap ? null : specColor);
bool hasGlossMap = metallicSpecMap.textureValue != null;
m_MaterialEditor.TexturePropertySingleLine(metallicSpecMapName, metallicSpecMap, hasGlossMap ? null : metallicSpecColorProp);
bool showSmoothnessScale = hasGlossMap;
if (smoothnessMapChannel != null)

// Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation
// (MaterialProperty value might come from renderer material property block)
bool isSpecularWorkFlow = (WorkflowMode)material.GetFloat("_WorkflowMode") == WorkflowMode.Specular;
bool hasGlossMap = false;
if (isSpecularWorkFlow)
hasGlossMap = material.GetTexture("_SpecGlossMap");
else
hasGlossMap = material.GetTexture("_MetallicGlossMap");
LightweightShaderHelper.SetKeyword(material, "_METALLICSPECGLOSSMAP", hasGlossMap);
LightweightShaderHelper.SetKeyword(material, "_SPECGLOSSMAP", hasGlossMap && isSpecularWorkFlow);
LightweightShaderHelper.SetKeyword(material, "_METALLICGLOSSMAP", hasGlossMap && !isSpecularWorkFlow);
LightweightShaderHelper.SetKeyword(material, "_SPECULARHIGHLIGHTS_ON", material.GetFloat("_SpecularHighlights") > 0.0f);
LightweightShaderHelper.SetKeyword(material, "_GLOSSYREFLECTIONS_ON", material.GetFloat("_GlossyReflections") > 0.0f);
LightweightShaderHelper.SetKeyword(material, "_METALLICSPECGLOSSMAP", material.GetTexture("_MetallicSpecGlossMap") != null);
LightweightShaderHelper.SetKeyword(material, "_SPECULARHIGHLIGHTS_OFF", material.GetFloat("_SpecularHighlights") == 0.0f);
LightweightShaderHelper.SetKeyword(material, "_GLOSSYREFLECTIONS_OFF", material.GetFloat("_GlossyReflections") == 0.0f);
LightweightShaderHelper.SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap"));
LightweightShaderHelper.SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"));

2
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightBRDF.cginc


// * Fresnel approximated with 1/LdotH
half3 LightweightBDRF(half3 diffColor, half3 specColor, half oneMinusReflectivity, half perceptualRoughness, half3 normal, half3 lightDirection, half3 viewDir)
{
#ifdef _SPECULARHIGHLIGHTS_ON
#ifndef _SPECULARHIGHLIGHTS_OFF
half3 halfDir = Unity_SafeNormalize(lightDirection + viewDir);
half NoH = saturate(dot(normal, halfDir));

14
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightInput.cginc


#define _MULTIPLE_LIGHTS
#endif
#ifdef _SPECULAR_SETUP
#define SAMPLE_METALLICSPECULAR(uv) tex2D(_SpecGlossMap, uv)
#else
#define SAMPLE_METALLICSPECULAR(uv) tex2D(_MetallicGlossMap, uv)
#endif
#if defined(UNITY_COLORSPACE_GAMMA) && defined(_LIGHTWEIGHT_FORCE_LINEAR)
// Ideally we want an approximation of gamma curve 2.0 to save ALU on GPU but as off now it won't match the GammaToLinear conversion of props in engine
#define LIGHTWEIGHT_GAMMA_TO_LINEAR(gammaColor) gammaColor * gammaColor

half4 specGloss;
#ifdef _METALLICSPECGLOSSMAP
specGloss = SAMPLE_METALLICSPECULAR(uv);
specGloss.rgb = tex2D(_MetallicSpecGlossMap, uv).rgb;
specGloss.a = albedoAlpha;
specGloss.a = albedoAlpha * _GlossMapScale;
specGloss = tex2D(_MetallicSpecGlossMap, uv).rgba;
#endif
#endif
#if _METALLIC_SETUP
specGloss.r = _Metallic;
#else

2
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightLighting.cginc


#endif
o.diffuse *= occlusion;
#ifdef _GLOSSYREFLECTIONS_ON
#ifndef _GLOSSYREFLECTIONS_OFF
// perceptualRoughness
Unity_GlossyEnvironmentData g;
g.roughness = roughness;

10
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardShaderPBS.shader


_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_MetallicSpecGlossMap("MetallicSpecGlossMap", 2D) = "white" {} // SpecGloss map when _SPECULAR_SETUP, MetallicGloss otherwise
_SpecGlossMap("Specular", 2D) = "white" {}
[Toggle] _SpecularHighlights("Specular Highlights", Float) = 1.0
[Toggle] _GlossyReflections("Glossy Reflections", Float) = 1.0

#pragma shader_feature _NORMALMAP
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _ _METALLICSPECGLOSSMAP
#pragma shader_feature _ _SPECULARHIGHLIGHTS_ON
#pragma shader_feature _ _GLOSSYREFLECTIONS_ON
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
#pragma shader_feature _PARALLAXMAP
#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT _SINGLE_SPOT_LIGHT _SINGLE_POINT_LIGHT

3
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/024_Shader_PBRvalidation_Specular/Adam/Materials/Crowd_LOD0_Mat_Limbs_spec.mat


m_PrefabInternal: {fileID: 0}
m_Name: Crowd_LOD0_Mat_Limbs_spec
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
m_ShaderKeywords: _GLOSSYREFLECTIONS_ON _METALLICSPECGLOSSMAP _NORMALMAP _SPECULARHIGHLIGHTS_ON
_SPECULAR_SETUP
m_ShaderKeywords: _METALLICSPECGLOSSMAP _NORMALMAP _SPECGLOSSMAP _SPECULAR_SETUP
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0

3
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/024_Shader_PBRvalidation_Specular/Adam/Materials/Crowd_LOD0_Mat_Torso_spec.mat


m_PrefabInternal: {fileID: 0}
m_Name: Crowd_LOD0_Mat_Torso_spec
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
m_ShaderKeywords: _EMISSION _GLOSSYREFLECTIONS_ON _METALLICSPECGLOSSMAP _NORMALMAP
_SPECULARHIGHLIGHTS_ON _SPECULAR_SETUP
m_ShaderKeywords: _EMISSION _METALLICSPECGLOSSMAP _NORMALMAP _SPECGLOSSMAP _SPECULAR_SETUP
m_LightmapFlags: 2
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0

3
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/024_Shader_PBRvalidation_Specular/PBRtest_Spec.mat


m_PrefabInternal: {fileID: 0}
m_Name: PBRtest_Spec
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
m_ShaderKeywords: _GLOSSYREFLECTIONS_ON _METALLICSPECGLOSSMAP _SPECULARHIGHLIGHTS_ON
_SPECULAR_SETUP
m_ShaderKeywords: _METALLICSPECGLOSSMAP _SPECGLOSSMAP _SPECULAR_SETUP
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0

3
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/025_Shader_PBRvalidation_Metallic/Adam/Materials/Crowd_LOD0_Mat_Limbs_metallic.mat


m_PrefabInternal: {fileID: 0}
m_Name: Crowd_LOD0_Mat_Limbs_metallic
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
m_ShaderKeywords: _GLOSSYREFLECTIONS_ON _METALLICSPECGLOSSMAP _METALLIC_SETUP _NORMALMAP
_SPECULARHIGHLIGHTS_ON
m_ShaderKeywords: _METALLICGLOSSMAP _METALLICSPECGLOSSMAP _METALLIC_SETUP _NORMALMAP
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0

6
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/025_Shader_PBRvalidation_Metallic/Adam/Materials/Crowd_LOD0_Mat_Torso_metallic.mat


m_PrefabInternal: {fileID: 0}
m_Name: Crowd_LOD0_Mat_Torso_metallic
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
m_ShaderKeywords: _EMISSION _GLOSSYREFLECTIONS_ON _METALLICSPECGLOSSMAP _METALLIC_SETUP
_NORMALMAP _SPECULARHIGHLIGHTS_ON
m_LightmapFlags: 1
m_ShaderKeywords: _EMISSION _METALLICGLOSSMAP _METALLICSPECGLOSSMAP _METALLIC_SETUP
_NORMALMAP
m_LightmapFlags: 2
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1

2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/025_Shader_PBRvalidation_Metallic/PBRtest_met.mat


m_PrefabInternal: {fileID: 0}
m_Name: PBRtest_met
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
m_ShaderKeywords: _GLOSSYREFLECTIONS_ON _METALLICSPECGLOSSMAP _METALLIC_SETUP _SPECULARHIGHLIGHTS_ON
m_ShaderKeywords: _METALLICGLOSSMAP _METALLICSPECGLOSSMAP _METALLIC_SETUP
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0

62
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene.unity


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3
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/BenchDrill/materials/kabel.mat


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m_Name: kabel
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
m_ShaderKeywords: _GLOSSYREFLECTIONS_ON _METALLICSPECGLOSSMAP _METALLIC_SETUP _NORMALMAP
_SPECULARHIGHLIGHTS_ON
m_ShaderKeywords: _METALLICGLOSSMAP _METALLICSPECGLOSSMAP _METALLIC_SETUP _NORMALMAP
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
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4
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/BenchDrill/materials/korpus.mat


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m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
m_ShaderKeywords: _EMISSION _GLOSSYREFLECTIONS_ON _METALLICSPECGLOSSMAP _METALLIC_SETUP
_NORMALMAP _SPECULARHIGHLIGHTS_ON
m_ShaderKeywords: _EMISSION _METALLICGLOSSMAP _METALLICSPECGLOSSMAP _METALLIC_SETUP
_NORMALMAP
m_LightmapFlags: 2
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0

3
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/BenchDrill/materials/kozhuh.mat


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m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
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_METALLIC_SETUP _NORMALMAP _SPECULARHIGHLIGHTS_ON
m_ShaderKeywords: _METALLICGLOSSMAP _METALLICSPECGLOSSMAP _METALLIC_SETUP _NORMALMAP
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
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3
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/BenchDrill/materials/motor.mat


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3
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/BenchDrill/materials/spindle.mat


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m_LightmapFlags: 4
m_EnableInstancingVariants: 0
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3
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/BenchDrill/materials/stanina.mat


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3
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/BenchDrill/materials/stanina_vk.mat


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m_LightmapFlags: 4
m_EnableInstancingVariants: 0
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3
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/BenchDrill/materials/top.mat


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_SPECULARHIGHLIGHTS_ON
m_ShaderKeywords: _METALLICGLOSSMAP _METALLICSPECGLOSSMAP _METALLIC_SETUP _NORMALMAP
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0

3
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/BenchDrill/materials/val.mat


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_SPECULARHIGHLIGHTS_ON
m_ShaderKeywords: _METALLICGLOSSMAP _METALLICSPECGLOSSMAP _METALLIC_SETUP _NORMALMAP
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0

3
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/CeramicTiles.mat


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m_Name: CeramicTiles
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m_ShaderKeywords: _GLOSSYREFLECTIONS_ON _METALLICGLOSSMAP _METALLICSPECGLOSSMAP
_METALLIC_SETUP _NORMALMAP _SPECULARHIGHLIGHTS_ON
m_ShaderKeywords: _METALLICGLOSSMAP _METALLICSPECGLOSSMAP _METALLIC_SETUP _NORMALMAP
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0

3
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/Challenge-Brick.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/Hole_mesh.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/IndustrialGlass.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/PW_WoodLog.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/Pyramids Wall - v01.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/Roofing.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/ShoreRockSand.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/bark.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/herringbone_brick_floor.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/metal_aluminium_directional.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/metal_brushed_copper.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/red_paint.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/rocks_dirt_ground.mat


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