Shader "Standard-SRP (Specular setup)" { Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo", 2D) = "white" {} _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 _GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0 [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0 _SpecColor("Specular", Color) = (0.2,0.2,0.2) _SpecGlossMap("Specular", 2D) = "white" {} [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 _BumpScale("Scale", Float) = 1.0 _BumpMap("Normal Map", 2D) = "bump" {} _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 _ParallaxMap ("Height Map", 2D) = "black" {} _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 _OcclusionMap("Occlusion", 2D) = "white" {} _EmissionColor("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 } CGINCLUDE #define UNITY_SETUP_BRDF_INPUT SpecularSetup ENDCG SubShader { Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } LOD 300 Pass { Name "FORWARD" Tags { "LightMode" = "ForwardSinglePass" } Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] CGPROGRAM #pragma target 4.5 // ------------------------------------- #pragma shader_feature _NORMALMAP #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _EMISSION #pragma shader_feature _SPECGLOSSMAP #pragma shader_feature ___ _DETAIL_MULX2 #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF #pragma shader_feature _PARALLAXMAP #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma vertex vertForward #pragma fragment fragForward #include "UnityStandardForwardMobile.cginc" half4 fragForward(VertexOutputForwardNew i) : SV_Target { return singlePassForward(i); } ENDCG } // ------------------------------------------------------------------ // Base forward pass (directional light, emission, lightmaps, ...) Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] CGPROGRAM #pragma target 3.0 // ------------------------------------- #pragma shader_feature _NORMALMAP #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _EMISSION #pragma shader_feature _SPECGLOSSMAP #pragma shader_feature ___ _DETAIL_MULX2 #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF #pragma shader_feature _PARALLAXMAP #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma multi_compile_instancing #pragma vertex vertBase #pragma fragment fragBase #include "UnityStandardCoreForward.cginc" ENDCG } // ------------------------------------------------------------------ // Additive forward pass (one light per pass) Pass { Name "FORWARD_DELTA" Tags { "LightMode" = "ForwardAdd" } Blend [_SrcBlend] One Fog { Color (0,0,0,0) } // in additive pass fog should be black ZWrite Off ZTest LEqual CGPROGRAM #pragma target 3.0 // ------------------------------------- #pragma shader_feature _NORMALMAP #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _SPECGLOSSMAP #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF #pragma shader_feature ___ _DETAIL_MULX2 #pragma shader_feature _PARALLAXMAP #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile_fog #pragma vertex vertAdd #pragma fragment fragAdd #include "UnityStandardCoreForward.cginc" ENDCG } // ------------------------------------------------------------------ // Shadow rendering pass Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual CGPROGRAM #pragma target 3.0 // ------------------------------------- #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _SPECGLOSSMAP #pragma shader_feature _PARALLAXMAP #pragma multi_compile_shadowcaster #pragma multi_compile_instancing #pragma vertex vertShadowCaster #pragma fragment fragShadowCaster #include "UnityStandardShadow.cginc" ENDCG } // ------------------------------------------------------------------ // Deferred pass Pass { Name "DEFERRED" Tags { "LightMode" = "Deferred" } CGPROGRAM #pragma target 3.0 #pragma exclude_renderers nomrt //#pragma debug // ------------------------------------- #pragma shader_feature _NORMALMAP #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _EMISSION #pragma shader_feature _SPECGLOSSMAP #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF #pragma shader_feature ___ _DETAIL_MULX2 #pragma shader_feature _PARALLAXMAP #pragma multi_compile_prepassfinal #pragma multi_compile_instancing #pragma vertex vertDeferred #pragma fragment fragDeferred #include "UnityStandardCore.cginc" ENDCG } // ------------------------------------------------------------------ // Extracts information for lightmapping, GI (emission, albedo, ...) // This pass it not used during regular rendering. Pass { Name "META" Tags { "LightMode"="Meta" } Cull Off CGPROGRAM #pragma vertex vert_meta #pragma fragment frag_meta #pragma shader_feature _EMISSION #pragma shader_feature _SPECGLOSSMAP #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature ___ _DETAIL_MULX2 #pragma shader_feature EDITOR_VISUALIZATION #include "UnityStandardMeta.cginc" ENDCG } } SubShader { Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } LOD 150 // ------------------------------------------------------------------ // Base forward pass (directional light, emission, lightmaps, ...) Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] CGPROGRAM #pragma target 2.0 #pragma shader_feature _NORMALMAP #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _EMISSION #pragma shader_feature _SPECGLOSSMAP #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF #pragma shader_feature ___ _DETAIL_MULX2 // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP #pragma skip_variants SHADOWS_SOFT DYNAMICLIGHTMAP_ON DIRLIGHTMAP_COMBINED #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma vertex vertBase #pragma fragment fragBase #include "UnityStandardCoreForward.cginc" ENDCG } // ------------------------------------------------------------------ // Additive forward pass (one light per pass) Pass { Name "FORWARD_DELTA" Tags { "LightMode" = "ForwardAdd" } Blend [_SrcBlend] One Fog { Color (0,0,0,0) } // in additive pass fog should be black ZWrite Off ZTest LEqual CGPROGRAM #pragma target 2.0 #pragma shader_feature _NORMALMAP #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _SPECGLOSSMAP #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF #pragma shader_feature ___ _DETAIL_MULX2 // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP #pragma skip_variants SHADOWS_SOFT #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile_fog #pragma vertex vertAdd #pragma fragment fragAdd #include "UnityStandardCoreForward.cginc" ENDCG } // ------------------------------------------------------------------ // Shadow rendering pass Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual CGPROGRAM #pragma target 2.0 #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _SPECGLOSSMAP #pragma skip_variants SHADOWS_SOFT #pragma multi_compile_shadowcaster #pragma vertex vertShadowCaster #pragma fragment fragShadowCaster #include "UnityStandardShadow.cginc" ENDCG } // ------------------------------------------------------------------ // Extracts information for lightmapping, GI (emission, albedo, ...) // This pass it not used during regular rendering. Pass { Name "META" Tags { "LightMode"="Meta" } Cull Off CGPROGRAM #pragma vertex vert_meta #pragma fragment frag_meta #pragma shader_feature _EMISSION #pragma shader_feature _SPECGLOSSMAP #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature ___ _DETAIL_MULX2 #pragma shader_feature EDITOR_VISUALIZATION #include "UnityStandardMeta.cginc" ENDCG } } FallBack "VertexLit" CustomEditor "StandardShaderGUI" }