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201 行
6.9 KiB
201 行
6.9 KiB
Shader "LightweightPipeline/Standard (Physically Based)"
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{
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Properties
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{
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// Specular vs Metallic workflow
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[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
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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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_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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_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
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_SpecGlossMap("Specular", 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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SubShader
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{
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// Lightweight Pipeline tag is required. If Lightweight pipeline is not set in the graphics settings
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// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
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// material work with both Lightweight Pipeline and Builtin Unity Pipeline
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Tags{"RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"}
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LOD 300
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// ------------------------------------------------------------------
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// Forward pass. Shades all light in a single pass. GI + emission + Fog
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Pass
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{
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// Lightmode matches the ShaderPassName set in LightweightPipeline.cs. SRPDefaultUnlit and passes with
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// no LightMode tag are also rendered by Lightweight Pipeline
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Tags{"LightMode" = "LightweightForward"}
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Blend[_SrcBlend][_DstBlend]
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ZWrite[_ZWrite]
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard SRP library
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// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
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#pragma prefer_hlslcc gles
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#pragma target 3.0
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// -------------------------------------
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// Material Keywords
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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 _METALLICSPECGLOSSMAP
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _OCCLUSIONMAP
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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 _SPECULAR_SETUP
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// -------------------------------------
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// Lightweight Pipeline keywords
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#pragma multi_compile _MAIN_LIGHT_DIRECTIONAL _MAIN_LIGHT_SPOT
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#pragma multi_compile _ _SHADOWS_ENABLED
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#pragma multi_compile _ _MAIN_LIGHT_COOKIE
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#pragma multi_compile _ _ADDITIONAL_LIGHTS
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#pragma multi_compile _ _VERTEX_LIGHTS
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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#pragma multi_compile _ FOG_LINEAR FOG_EXP2
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED LIGHTMAP_ON
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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// LW doesn't support dynamic GI. So we save 30% shader variants if we assume
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// LIGHTMAP_ON when DIRLIGHTMAP_COMBINED is set
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#ifdef DIRLIGHTMAP_COMBINED
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#define LIGHTMAP_ON
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#endif
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#pragma vertex LitPassVertex
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#pragma fragment LitPassFragment
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#include "LWRP/ShaderLibrary/LightweightPassLit.hlsl"
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ENDHLSL
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}
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Pass
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{
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Tags{"LightMode" = "ShadowCaster"}
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ZWrite On ZTest LEqual
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma target 2.0
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
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ENDHLSL
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}
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Pass
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{
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma target 2.0
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#pragma vertex vert
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#pragma fragment frag
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#include "LWRP/ShaderLibrary/Core.hlsl"
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float4 vert(float4 pos : POSITION) : SV_POSITION
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{
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return TransformObjectToHClip(pos.xyz);
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}
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half4 frag() : SV_TARGET
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{
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return 0;
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}
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ENDHLSL
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}
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// This pass it not used during regular rendering, only for lightmap baking.
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Pass
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{
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Tags{"LightMode" = "Meta"}
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Cull Off
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma vertex LightweightVertexMeta
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#pragma fragment LightweightFragmentMeta
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#pragma shader_feature _SPECULAR_SETUP
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#pragma shader_feature _EMISSION
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#pragma shader_feature _METALLICSPECGLOSSMAP
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature EDITOR_VISUALIZATION
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#pragma shader_feature _SPECGLOSSMAP
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#include "LWRP/ShaderLibrary/LightweightPassMeta.hlsl"
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ENDHLSL
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}
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}
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FallBack "Hidden/InternalErrorShader"
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CustomEditor "LightweightStandardGUI"
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}
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