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181 行
6.3 KiB

// Shader targeted for low end devices. Single Pass Forward Rendering. Shader Model 2
Shader "LightweightPipeline/Standard (Simple Lighting)"
{
// 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
[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" = "LightweightPipeline" }
LOD 300
Pass
{
Tags { "LightMode" = "LightweightForward" }
// Use same blending / depth states as Standard shader
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 3.0
// -------------------------------------
// Material Keywords
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON
#pragma shader_feature _ _SPECGLOSSMAP _SPECULAR_COLOR
#pragma shader_feature _ _GLOSSINESS_FROM_BASE_ALPHA
#pragma shader_feature _NORMALMAP
#pragma shader_feature _EMISSION
// -------------------------------------
// Lightweight Pipeline keywords
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ FOG_LINEAR FOG_EXP2
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex LitPassVertex
#pragma fragment LitPassFragmentSimple
#include "LWRP/ShaderLibrary/LightweightPassLit.hlsl"
ENDHLSL
}
Pass
{
Tags{"Lightmode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON
#pragma shader_feature _ _SPECGLOSSMAP _SPECULAR_COLOR
#pragma shader_feature _ _GLOSSINESS_FROM_BASE_ALPHA
#pragma shader_feature _NORMALMAP
#pragma shader_feature _EMISSION
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex ShadowPassVertex
#pragma fragment LitPassFragmentSimpleNull
#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
ENDHLSL
}
Pass
{
Tags{"Lightmode" = "DepthOnly"}
ZWrite On
ColorMask 0
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON
#pragma shader_feature _ _SPECGLOSSMAP _SPECULAR_COLOR
#pragma shader_feature _ _GLOSSINESS_FROM_BASE_ALPHA
#pragma shader_feature _NORMALMAP
#pragma shader_feature _EMISSION
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex LitPassVertex
#pragma fragment LitPassFragmentSimpleNull
#include "LWRP/ShaderLibrary/LightweightPassLit.hlsl"
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Tags{ "LightMode" = "Meta" }
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma vertex LightweightVertexMeta
#pragma fragment LightweightFragmentMetaSimple
#pragma shader_feature _EMISSION
#pragma shader_feature _SPECGLOSSMAP
#include "LWRP/ShaderLibrary/LightweightPassMeta.hlsl"
ENDHLSL
}
}
Fallback "Hidden/InternalErrorShader"
CustomEditor "LightweightStandardSimpleLightingGUI"
}