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172 行
5.4 KiB
172 行
5.4 KiB
Shader "Experim/StdShader"
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{
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Properties
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{
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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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[Enum(Metallic Alpha,0,Albedo Alpha,1)] _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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[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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CGINCLUDE
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#define UNITY_SETUP_BRDF_INPUT MetallicSetup
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ENDCG
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SubShader
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{
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Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" }
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LOD 300
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// ------------------------------------------------------------------
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// Forward pass
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Pass
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{
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Name "FORWARD"
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Tags { "LightMode" = "ForwardSinglePass" }
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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CGPROGRAM
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#pragma target 4.5
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// -------------------------------------
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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 _METALLICGLOSSMAP
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#pragma shader_feature ___ _DETAIL_MULX2
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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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 _PARALLAXMAP
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma multi_compile TILED_FORWARD REGULAR_FORWARD
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#pragma vertex vertForward
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#pragma fragment fragForward
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#include "UnityStandardForwardNew.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Depth Only
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Pass
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{
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Name "DEPTHONLY"
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Tags { "LightMode" = "DepthOnly" }
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Blend [_SrcBlend] [_DstBlend]
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//ZWrite [_ZWrite]
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ZWrite On ZTest LEqual
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CGPROGRAM
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#pragma target 4.5
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// TODO: figure out what's needed here wrt. alpha test etc.
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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 _METALLICGLOSSMAP
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#pragma shader_feature ___ _DETAIL_MULX2
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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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 _PARALLAXMAP
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma vertex vertForward
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#pragma fragment fragNoLight
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#include "UnityStandardForwardNew.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Shadow rendering pass
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Pass {
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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ZWrite On ZTest LEqual
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CGPROGRAM
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#pragma target 4.5
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// -------------------------------------
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma multi_compile_shadowcaster
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#pragma vertex vertShadowCaster
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#pragma fragment fragShadowCaster
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#include "UnityStandardShadow.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Deferred pass
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}
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FallBack "VertexLit"
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CustomEditor "StandardShaderGUI"
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}
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