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227 行
7.6 KiB
227 行
7.6 KiB
// Example shader for a scriptable render loop that calculates multiple lights
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// in a single forward-rendered shading pass. Uses same PBR shading model as the
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// Standard shader.
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//
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// The parameters and inspector of the shader are the same as Standard shader,
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// for easier experimentation.
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Shader "BasicRenderPipeline/Standard"
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{
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// Properties is just a copy of Standard.shader. Our example shader does not use all of them,
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// but the inspector UI expects all these to exist.
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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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[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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Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" }
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LOD 300
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// Include forward (base + additive) pass from regular Standard shader.
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// They are not used by the scriptable render loop; only here so that
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// if we turn off our example loop, then regular forward rendering kicks in
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// and objects look just like with a Standard shader.
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UsePass "Standard/FORWARD"
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UsePass "Standard/FORWARD_DELTA"
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// Multiple lights at once pass, for our example Basic render loop.
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Pass
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{
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Tags { "LightMode" = "BasicPass" }
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// Use same blending / depth states as Standard shader
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Blend[_SrcBlend][_DstBlend]
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ZWrite[_ZWrite]
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature _METALLICGLOSSMAP
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#include "UnityCG.cginc"
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#include "UnityStandardBRDF.cginc"
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#include "UnityStandardUtils.cginc"
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// Global lighting data (setup from C# code once per frame).
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CBUFFER_START(GlobalLightData)
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// The variables are very similar to built-in unity_LightColor, unity_LightPosition,
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// unity_LightAtten, unity_SpotDirection as used by the VertexLit shaders, except here
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// we use world space positions instead of view space.
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half4 globalLightColor[8];
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float4 globalLightPos[8];
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float4 globalLightSpotDir[8];
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float4 globalLightAtten[8];
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int4 globalLightCount;
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// Global ambient/SH probe, similar to unity_SH* built-in variables.
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float4 globalSH[7];
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CBUFFER_END
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// Surface inputs for evaluating Standard BRDF
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struct SurfaceInputData
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{
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half3 diffColor, specColor;
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half oneMinusReflectivity, smoothness;
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};
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// Compute attenuation & illumination from one light
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half3 EvaluateOneLight(int idx, float3 positionWS, half3 normalWS, half3 eyeVec, SurfaceInputData s)
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{
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// direction to light
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float3 dirToLight = globalLightPos[idx].xyz;
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dirToLight -= positionWS * globalLightPos[idx].w;
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// distance attenuation
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float att = 1.0;
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float distSqr = dot(dirToLight, dirToLight);
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att /= (1.0 + globalLightAtten[idx].z * distSqr);
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if (globalLightPos[idx].w != 0 && distSqr > globalLightAtten[idx].w) att = 0.0; // set to 0 if outside of range
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distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light
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dirToLight *= rsqrt(distSqr);
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// spotlight angular attenuation
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float rho = max(dot(dirToLight, globalLightSpotDir[idx].xyz), 0.0);
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float spotAtt = (rho - globalLightAtten[idx].x) * globalLightAtten[idx].y;
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att *= saturate(spotAtt);
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// Super simple diffuse lighting instead of PBR would be this:
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//half ndotl = max(dot(normalWS, dirToLight), 0.0);
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//half3 color = ndotl * s.diffColor * globalLightColor[idx].rgb;
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//return color * att;
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// Fill in light & indirect structures, and evaluate Standard BRDF
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UnityLight light;
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light.color = globalLightColor[idx].rgb * att;
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light.dir = dirToLight;
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UnityIndirect indirect;
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indirect.diffuse = 0;
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indirect.specular = 0;
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half4 c = BRDF1_Unity_PBS(s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, normalWS, -eyeVec, light, indirect);
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return c.rgb;
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}
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// Evaluate 2nd order spherical harmonics, given normalized world space direction.
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// Similar to ShadeSH9 in UnityCG.cginc
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half3 EvaluateSH(half3 n)
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{
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half3 res;
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half4 normal = half4(n, 1);
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// Linear (L1) + constant (L0) polynomial terms
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res.r = dot(globalSH[0], normal);
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res.g = dot(globalSH[1], normal);
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res.b = dot(globalSH[2], normal);
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// 4 of the quadratic (L2) polynomials
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half4 vB = normal.xyzz * normal.yzzx;
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res.r += dot(globalSH[3], vB);
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res.g += dot(globalSH[4], vB);
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res.b += dot(globalSH[5], vB);
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// Final (5th) quadratic (L2) polynomial
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half vC = normal.x*normal.x - normal.y*normal.y;
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res += globalSH[6].rgb * vC;
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return res;
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}
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// Vertex shader
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float3 positionWS : TEXCOORD1;
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float3 normalWS : TEXCOORD2;
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float4 hpos : SV_POSITION;
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};
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float4 _MainTex_ST;
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v2f vert(appdata_base v)
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{
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v2f o;
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o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
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o.hpos = UnityObjectToClipPos(v.vertex);
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o.positionWS = mul(unity_ObjectToWorld, v.vertex).xyz;
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o.normalWS = UnityObjectToWorldNormal(v.normal);
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return o;
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}
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sampler2D _MainTex;
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sampler2D _MetallicGlossMap;
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float _Metallic;
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float _Glossiness;
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// Fragment shader
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half4 frag(v2f i) : SV_Target
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{
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i.normalWS = normalize(i.normalWS);
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half3 eyeVec = normalize(i.positionWS - _WorldSpaceCameraPos);
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// Sample textures
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half4 diffuseAlbedo = tex2D(_MainTex, i.uv);
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half2 metalSmooth;
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#ifdef _METALLICGLOSSMAP
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metalSmooth = tex2D(_MetallicGlossMap, i.uv).ra;
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#else
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metalSmooth.r = _Metallic;
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metalSmooth.g = _Glossiness;
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#endif
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// Fill in surface input structure
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SurfaceInputData s;
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s.diffColor = DiffuseAndSpecularFromMetallic(diffuseAlbedo.rgb, metalSmooth.x, s.specColor, s.oneMinusReflectivity);
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s.smoothness = metalSmooth.y;
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// Ambient lighting
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half4 color = half4(0,0,0, diffuseAlbedo.a);
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UnityLight light;
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light.color = 0;
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light.dir = 0;
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UnityIndirect indirect;
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indirect.diffuse = EvaluateSH(i.normalWS);
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indirect.specular = 0;
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color.rgb += BRDF1_Unity_PBS(s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, i.normalWS, -eyeVec, light, indirect);
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// Add illumination from all lights
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for (int il = 0; il < globalLightCount.x; ++il)
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{
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color.rgb += EvaluateOneLight(il, i.positionWS, i.normalWS, eyeVec, s);
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}
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return color;
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}
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ENDCG
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}
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}
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CustomEditor "StandardShaderGUI"
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}
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