// Shader targeted for LowEnd mobile devices. Single Pass Forward Rendering. Shader Model 2 Shader "ScriptableRenderPipeline/LowEndMobile/NonPBR" { // Keep properties of StandardSpecular shader for upgrade reasons. Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Base (RGB) Glossiness / Alpha (A)", 2D) = "white" {} _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _Shininess("Shininess", Range(0.01, 1.0)) = 1.0 _GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0 _Glossiness("Glossiness", Range(0.0, 1.0)) = 0.5 [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 _Cube ("Reflection Cubemap", CUBE) = "" {} _ReflectColor("Reflection Color", Color) = (1, 1, 1, 1) _ReflectionSource("Reflection Source", Float) = 0 [HideInInspector] _SpecSource("Specular Color Source", Float) = 0.0 _SpecColor("Specular", Color) = (1.0, 1.0, 1.0) _SpecGlossMap("Specular", 2D) = "white" {} [HideInInspector] _GlossinessSource("Glossiness Source", Float) = 0.0 [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 [HideInInspector] _BumpScale("Scale", Float) = 1.0 [NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {} _Parallax("Height Scale", Range(0.005, 0.08)) = 0.02 _ParallaxMap("Height Map", 2D) = "black" {} _EmissionColor("Emission Color", Color) = (0,0,0) _EmissionMap("Emission", 2D) = "white" {} _DetailMask("Detail Mask", 2D) = "white" {} _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} _DetailNormalMapScale("Scale", Float) = 1.0 _DetailNormalMap("Normal Map", 2D) = "bump" {} [Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0 // Blending state [HideInInspector] _Mode("__mode", Float) = 0.0 [HideInInspector] _SrcBlend("__src", Float) = 1.0 [HideInInspector] _DstBlend("__dst", Float) = 0.0 [HideInInspector] _ZWrite("__zw", Float) = 1.0 } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "LowEndMobilePipeline" } LOD 300 Pass { Name "LD_SINGLE_PASS_FORWARD" Tags { "LightMode" = "LowEndMobileForward" } // Use same blending / depth states as Standard shader Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] CGPROGRAM #pragma target 2.0 #pragma vertex vert #pragma fragment frag #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON #pragma shader_feature _ _SHARED_SPECULAR_DIFFUSE _SPECGLOSSMAP _SPECULAR_COLOR #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA #pragma shader_feature _NORMALMAP #pragma shader_feature _EMISSION_MAP #pragma shader_feature _CUBEMAP_REFLECTION #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ HARD_SHADOWS SOFT_SHADOWS #pragma multi_compile _ _SHADOW_CASCADES #pragma multi_compile _ _VERTEX_LIGHTS #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 d3d11_9x glcore gles gles3 metal #pragma enable_d3d11_debug_symbols #include "UnityCG.cginc" #include "UnityStandardBRDF.cginc" #include "UnityStandardInput.cginc" #include "UnityStandardUtils.cginc" #include "LowEndMobilePipelineCore.cginc" v2f vert(LowendVertexInput v) { v2f o = (v2f)0; o.uv01.xy = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv01.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw; o.hpos = UnityObjectToClipPos(v.vertex); o.posWS = mul(unity_ObjectToWorld, v.vertex).xyz; o.viewDir.xyz = normalize(_WorldSpaceCameraPos - o.posWS); half3 normal = normalize(UnityObjectToWorldNormal(v.normal)); #if _NORMALMAP half sign = v.tangent.w * unity_WorldTransformParams.w; half3 tangent = normalize(UnityObjectToWorldDir(v.tangent)); half3 binormal = cross(normal, tangent) * v.tangent.w; // Initialize tangetToWorld in column-major to benefit from better glsl matrix multiplication code o.tangentToWorld0 = half3(tangent.x, binormal.x, normal.x); o.tangentToWorld1 = half3(tangent.y, binormal.y, normal.y); o.tangentToWorld2 = half3(tangent.z, binormal.z, normal.z); #else o.normal = normal; #endif #if _VERTEX_LIGHTS half4 diffuseAndSpecular = half4(1.0, 1.0, 1.0, 1.0); for (int lightIndex = globalLightCount.x; lightIndex < globalLightCount.y; ++lightIndex) { LightInput lightInput; INITIALIZE_LIGHT(lightInput, lightIndex); o.fogCoord.yzw += EvaluateOneLight(lightInput, diffuseAndSpecular.rgb, diffuseAndSpecular, normal, o.posWS, o.viewDir.xyz); } #endif #ifndef _SHADOW_CASCADES o.shadowCoord = mul(_WorldToShadow[0], float4(o.posWS, 1.0)); #endif #ifndef LIGHTMAP_ON o.fogCoord.yzw += max(half3(0, 0, 0), ShadeSH9(half4(normal, 1))); #endif UNITY_TRANSFER_FOG(o, o.hpos); return o; } half4 frag(v2f i) : SV_Target { half4 diffuseAlpha = tex2D(_MainTex, i.uv01.xy); half3 diffuse = diffuseAlpha.rgb * _Color.rgb; half alpha = diffuseAlpha.a * _Color.a; // Keep for compatibility reasons. Shader Inpector throws a warning when using cutoff // due overdraw performance impact. #ifdef _ALPHATEST_ON clip(alpha - _Cutoff); #endif half3 normal; NormalMap(i, normal); half4 specularGloss; SpecularGloss(diffuse, alpha, specularGloss); // Indirect Light Contribution half3 indirect; Indirect(i, diffuse, normal, alpha, indirect); half3 emissionColor; Emission(i, emissionColor); // Compute direct contribution from main directional light. // Only a single directional shadow caster is supported. LightInput mainLight; INITIALIZE_LIGHT(mainLight, 0); half3 viewDir = i.viewDir.xyz; half3 directColor = EvaluateOneLight(mainLight, diffuse, specularGloss, normal, i.posWS, viewDir); #if defined(HARD_SHADOWS) || defined(SOFT_SHADOWS) directColor *= ComputeShadowAttenuation(i); #endif // Compute direct contribution from additional lights. for (int lightIndex = 1; lightIndex < globalLightCount.x; ++lightIndex) { LightInput additionalLight; INITIALIZE_LIGHT(additionalLight, lightIndex); directColor += EvaluateOneLight(additionalLight, diffuse, specularGloss, normal, i.posWS, viewDir); } half3 color = directColor + indirect + emissionColor; UNITY_APPLY_FOG(i.fogCoord, color); return OutputColor(color, alpha); }; ENDCG } Pass { Name "LD_SHADOW_CASTER" Tags { "Lightmode" = "ShadowCaster" } ZWrite On ZTest LEqual CGPROGRAM #pragma target 2.0 #pragma vertex vert #pragma fragment frag float4 _WorldLightDirAndBias; #include "UnityCG.cginc" struct VertexInput { float4 pos : POSITION; float3 normal : NORMAL; }; // Similar to UnityClipSpaceShadowCasterPos but using LDPipeline lightdir and bias and applying near plane clamp float4 ClipSpaceShadowCasterPos(float4 vertex, float3 normal) { float4 wPos = mul(unity_ObjectToWorld, vertex); if (_WorldLightDirAndBias.w > 0.0) { float3 wNormal = UnityObjectToWorldNormal(normal); // apply normal offset bias (inset position along the normal) // bias needs to be scaled by sine between normal and light direction // (http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/) // // _WorldLightDirAndBias.w shadow bias defined in LRRenderPipeline asset float shadowCos = dot(wNormal, _WorldLightDirAndBias.xyz); float shadowSine = sqrt(1 - shadowCos*shadowCos); float normalBias = _WorldLightDirAndBias.w * shadowSine; wPos.xyz -= wNormal * normalBias; } float4 clipPos = mul(UNITY_MATRIX_VP, wPos); #if defined(UNITY_REVERSED_Z) clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); #else clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE); #endif return clipPos; } float4 vert(VertexInput i) : SV_POSITION { return ClipSpaceShadowCasterPos(i.pos, i.normal); } half4 frag() : SV_TARGET { return 0; } ENDCG } // This pass it not used during regular rendering, only for lightmap baking. Pass { Name "LD_META" Tags{ "LightMode" = "Meta" } Cull Off CGPROGRAM #pragma vertex vert_meta #pragma fragment frag_meta #pragma shader_feature _EMISSION #pragma shader_feature _METALLICGLOSSMAP #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature ___ _DETAIL_MULX2 #pragma shader_feature EDITOR_VISUALIZATION #include "UnityStandardMeta.cginc" ENDCG } } Fallback "Standard (Specular setup)" CustomEditor "LowendMobilePipelineMaterialEditor" }