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168 行
6.2 KiB
168 行
6.2 KiB
// Shader targeted for low end devices. Single Pass Forward Rendering. Shader Model 2
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Shader "LightweightPipeline/Standard (Simple Lighting)"
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{
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// Keep properties of StandardSpecular shader for upgrade reasons.
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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("Base (RGB) Glossiness / Alpha (A)", 2D) = "white" {}
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_Shininess("Shininess", Range(0.01, 1.0)) = 1.0
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_GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0
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_Glossiness("Glossiness", Range(0.0, 1.0)) = 0.5
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[Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
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[HideInInspector] _SpecSource("Specular Color Source", Float) = 0.0
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_SpecColor("Specular", Color) = (1.0, 1.0, 1.0)
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_SpecGlossMap("Specular", 2D) = "white" {}
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[HideInInspector] _GlossinessSource("Glossiness Source", Float) = 0.0
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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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[HideInInspector] _BumpScale("Scale", Float) = 1.0
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[NoScaleOffset] _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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_EmissionColor("Emission 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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Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline" }
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LOD 300
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Pass
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{
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Tags { "LightMode" = "LightweightForward" }
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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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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 3.0
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON
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#pragma shader_feature _ _SPECGLOSSMAP _SPECULAR_COLOR
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#pragma shader_feature _ _GLOSSINESS_FROM_BASE_ALPHA
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _EMISSION
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// -------------------------------------
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// Lightweight Pipeline keywords
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// We have no good approach exposed to skip shader variants, e.g, ideally we would like to skip _CASCADE for all puctual lights
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// Lightweight combines light classification and shadows keywords to reduce shader variants.
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// Lightweight shader library declares defines based on these keywords to avoid having to check them in the shaders
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// Core.hlsl defines _MAIN_LIGHT_DIRECTIONAL and _MAIN_LIGHT_SPOT (point lights can't be main light)
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// Shadow.hlsl defines _SHADOWS_ENABLED, _SHADOWS_SOFT, _SHADOWS_CASCADE, _SHADOWS_PERSPECTIVE
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#pragma multi_compile _ _MAIN_LIGHT_DIRECTIONAL_SHADOW _MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE _MAIN_LIGHT_DIRECTIONAL_SHADOW_SOFT _MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SOFT _MAIN_LIGHT_SPOT_SHADOW _MAIN_LIGHT_SPOT_SHADOW_SOFT
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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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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile_fog
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#pragma vertex LitPassVertex
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#pragma fragment LitPassFragmentSimple
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#include "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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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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#include "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 "LightweightShaderLibrary/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 LightweightFragmentMetaSimple
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#pragma shader_feature _EMISSION
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#pragma shader_feature _SPECGLOSSMAP
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#include "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 "LightweightStandardSimpleLightingGUI"
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}
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