add o3n
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "o3n/Modified Standard Double Sided"
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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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_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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// ------------------------------------------------------------------
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// Base forward pass (directional light, emission, lightmaps, ...)
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Pass
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{
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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Cull Off
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CGPROGRAM
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#pragma target 3.0
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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_fwdbase
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
|
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//#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma vertex vertBase
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#pragma fragment fragBase
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#include "UnityStandardCoreForward.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Additive forward pass (one light per pass)
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Pass
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{
|
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Name "FORWARD_DELTA"
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Tags { "LightMode" = "ForwardAdd" }
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Blend [_SrcBlend] One
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Fog { Color (0,0,0,0) } // in additive pass fog should be black
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ZWrite Off
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ZTest LEqual
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Cull Off
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CGPROGRAM
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#pragma target 3.0
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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 _METALLICGLOSSMAP
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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 ___ _DETAIL_MULX2
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#pragma shader_feature _PARALLAXMAP
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile_fog
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// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
|
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//#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma vertex vertAdd
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#pragma fragment fragAdd
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#include "UnityStandardCoreForward.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
|
||||
// Shadow rendering pass
|
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Pass {
|
||||
Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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||||
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Cull Off
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ZWrite On ZTest LEqual
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CGPROGRAM
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#pragma target 3.0
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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 shader_feature _PARALLAXMAP
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#pragma multi_compile_shadowcaster
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#pragma multi_compile_instancing
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||||
// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
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//#pragma multi_compile _ LOD_FADE_CROSSFADE
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||||
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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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Pass
|
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{
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Name "DEFERRED"
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Tags { "LightMode" = "Deferred" }
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Cull Off
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers nomrt
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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 _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature ___ _DETAIL_MULX2
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#pragma shader_feature _PARALLAXMAP
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||||
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#pragma multi_compile_prepassfinal
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#pragma multi_compile_instancing
|
||||
// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
|
||||
//#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
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#pragma vertex vertDeferred
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#pragma fragment fragDeferred
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#include "UnityStandardCore.cginc"
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||||
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ENDCG
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}
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||||
// ------------------------------------------------------------------
|
||||
// Extracts information for lightmapping, GI (emission, albedo, ...)
|
||||
// This pass it not used during regular rendering.
|
||||
Pass
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{
|
||||
Name "META"
|
||||
Tags { "LightMode"="Meta" }
|
||||
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_meta
|
||||
#pragma fragment frag_meta
|
||||
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature ___ _DETAIL_MULX2
|
||||
#pragma shader_feature EDITOR_VISUALIZATION
|
||||
|
||||
#include "UnityStandardMeta.cginc"
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
|
||||
LOD 150
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Base forward pass (directional light, emission, lightmaps, ...)
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
ZWrite [_ZWrite]
|
||||
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
// SM2.0: NOT SUPPORTED shader_feature ___ _DETAIL_MULX2
|
||||
// SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
|
||||
|
||||
#pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED
|
||||
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex vertBase
|
||||
#pragma fragment fragBase
|
||||
#include "UnityStandardCoreForward.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
// ------------------------------------------------------------------
|
||||
// Additive forward pass (one light per pass)
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
Blend [_SrcBlend] One
|
||||
Fog { Color (0,0,0,0) } // in additive pass fog should be black
|
||||
ZWrite Off
|
||||
ZTest LEqual
|
||||
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature ___ _DETAIL_MULX2
|
||||
// SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
|
||||
#pragma skip_variants SHADOWS_SOFT
|
||||
|
||||
#pragma multi_compile_fwdadd_fullshadows
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex vertAdd
|
||||
#pragma fragment fragAdd
|
||||
#include "UnityStandardCoreForward.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
// ------------------------------------------------------------------
|
||||
// Shadow rendering pass
|
||||
Pass {
|
||||
Name "ShadowCaster"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
Cull Off
|
||||
|
||||
ZWrite On ZTest LEqual
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma skip_variants SHADOWS_SOFT
|
||||
#pragma multi_compile_shadowcaster
|
||||
|
||||
#pragma vertex vertShadowCaster
|
||||
#pragma fragment fragShadowCaster
|
||||
|
||||
#include "UnityStandardShadow.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Extracts information for lightmapping, GI (emission, albedo, ...)
|
||||
// This pass it not used during regular rendering.
|
||||
Pass
|
||||
{
|
||||
Name "META"
|
||||
Tags { "LightMode"="Meta" }
|
||||
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_meta
|
||||
#pragma fragment frag_meta
|
||||
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature ___ _DETAIL_MULX2
|
||||
#pragma shader_feature EDITOR_VISUALIZATION
|
||||
|
||||
#include "UnityStandardMeta.cginc"
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "StandardShaderGUI"
|
||||
}
|
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|
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fileFormatVersion: 2
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guid: fb6b34e7e4e66404a813af63cd51482e
|
||||
timeCreated: 1514681688
|
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licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 102187
|
||||
packageName: o3n Male and Female UMA Races
|
||||
packageVersion: 1.35
|
||||
assetPath: Assets/o3n/o3nBaseUMARaces/Materials/o3n_Modified_Standard_Double_Sided.shader
|
||||
uploadId: 563683
|
||||
@@ -0,0 +1,189 @@
|
||||
Shader "o3n/Skin FFS Variant" {
|
||||
Properties {
|
||||
_MainTex ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
|
||||
_MaskTex ("Spec (R) Gloss (G) Occlusion (B)", 2D) = "white" {}
|
||||
_SkinTex ("Skin Mask", 2D) = "white" {}
|
||||
_NormalMap ("Normalmap", 2D) = "bump" {}
|
||||
_BRDFTex ("Brdf Map", 2D) = "gray" {}
|
||||
_BeckmannTex ("BeckmannTex", 2D) = "gray" {}
|
||||
_SpecPow ("Specular", Range(0, 1)) = 0.03
|
||||
_GlossPow ("Smoothness", Range(0, 1)) = 0.28
|
||||
_AmbientContribution ("Ambience", Range(0, 1)) = 1
|
||||
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
|
||||
}
|
||||
SubShader {
|
||||
Tags
|
||||
{
|
||||
"Queue" = "AlphaTest"
|
||||
"RenderType" = "TransparentCutout"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
Cull Back
|
||||
|
||||
CGPROGRAM
|
||||
#pragma surface surf StandardSkin fullforwardshadows
|
||||
|
||||
#pragma target 3.0
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
|
||||
struct SurfaceOutputStandardSkin {
|
||||
fixed3 Albedo;
|
||||
half Specular;
|
||||
fixed3 Normal;
|
||||
half3 Emission;
|
||||
half Smoothness;
|
||||
half Occlusion;
|
||||
fixed Alpha;
|
||||
fixed Skin;
|
||||
};
|
||||
|
||||
struct appdata {
|
||||
float4 vertex : POSITION;
|
||||
float4 tangent : TANGENT;
|
||||
float3 normal : NORMAL;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
float2 texcoord2 : TEXCOORD2;
|
||||
};
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
float3 viewDir;
|
||||
};
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _MaskTex;
|
||||
sampler2D _NormalMap;
|
||||
sampler2D _SkinTex;
|
||||
|
||||
float _SpecPow;
|
||||
float _GlossPow;
|
||||
float _AmbientContribution;
|
||||
float _Cutoff;
|
||||
|
||||
sampler2D _BRDFTex;
|
||||
sampler2D _BeckmannTex;
|
||||
|
||||
float Fresnel(float3 _half, float3 view, float f0) {
|
||||
float base = 1.0 - dot(view, _half);
|
||||
float exponential = pow(base, 5.0);
|
||||
return exponential + f0 * (1.0 - exponential);
|
||||
}
|
||||
|
||||
half SpecularKSK(sampler2D beckmannTex, float3 normal, float3 light, float3 view, float roughness) {
|
||||
|
||||
const float _specularFresnel = 1.08;
|
||||
|
||||
half3 _half = view + light;
|
||||
half3 halfn = normalize(_half);
|
||||
|
||||
half ndotl = max(dot(normal, light), 0.0);
|
||||
half ndoth = max(dot(normal, halfn), 0.0);
|
||||
|
||||
half ph = pow(2.0 * tex2D(beckmannTex, float2(ndoth, roughness)).r, 10.0);
|
||||
half f = lerp(0.25, Fresnel(halfn, view, 0.028), _specularFresnel);
|
||||
half ksk = max(ph * f / dot(_half, _half), 0.0);
|
||||
|
||||
return ndotl * ksk;
|
||||
}
|
||||
|
||||
half3 Skin_BRDF_PBS (SurfaceOutputStandardSkin s, float oneMinusReflectivity, half3 viewDir, UnityLight light, UnityIndirect gi)
|
||||
{
|
||||
half3 normalizedLightDir = normalize(light.dir);
|
||||
viewDir = normalize(viewDir);
|
||||
|
||||
float3 occl = light.color.rgb * s.Occlusion;
|
||||
half specular = (s.Specular * SpecularKSK(_BeckmannTex, s.Normal, normalizedLightDir, viewDir , s.Smoothness) );
|
||||
|
||||
float dotNL = dot(s.Normal, normalizedLightDir);
|
||||
float2 brdfUV = float2(dotNL * 0.5 + 0.5, 0.7 * dot(light.color, fixed3(0.2126, 0.7152, 0.0722)));
|
||||
half3 brdf = tex2D( _BRDFTex, brdfUV ).rgb;
|
||||
|
||||
half nv = DotClamped (s.Normal, viewDir);
|
||||
half grazingTerm = saturate(1-s.Smoothness + (1-oneMinusReflectivity));
|
||||
|
||||
half3 color = s.Albedo * (_AmbientContribution * gi.diffuse + occl * brdf)
|
||||
+ specular * light.color
|
||||
+ gi.specular * FresnelLerp (specular, grazingTerm, nv) * _AmbientContribution * 0.1; // reduced this effect to 10% to get rid of bright rim effect
|
||||
// reflections
|
||||
color += BRDF3_Indirect(0, s.Specular, gi, grazingTerm, 0);
|
||||
return color;
|
||||
}
|
||||
|
||||
half4 BRDF3_Unity_PBS__ (half3 diffColor, half3 specColor, half oneMinusReflectivity, half smoothness, half3 normal, half3 viewDir, UnityLight light, UnityIndirect gi)
|
||||
{
|
||||
half3 reflDir = reflect (viewDir, normal);
|
||||
|
||||
half nl = saturate(dot(normal, light.dir));
|
||||
half nv = saturate(dot(normal, viewDir));
|
||||
|
||||
// Vectorize Pow4 to save instructions
|
||||
half2 rlPow4AndFresnelTerm = Pow4 (half2(dot(reflDir, light.dir), 1-nv)); // use R.L instead of N.H to save couple of instructions
|
||||
half rlPow4 = rlPow4AndFresnelTerm.x; // power exponent must match kHorizontalWarpExp in NHxRoughness() function in GeneratedTextures.cpp
|
||||
half fresnelTerm = rlPow4AndFresnelTerm.y;
|
||||
|
||||
half grazingTerm = saturate(smoothness + (1-oneMinusReflectivity));
|
||||
|
||||
half3 color = BRDF3_Direct(diffColor, specColor, rlPow4, smoothness);
|
||||
color *= light.color * nl;
|
||||
color += BRDF3_Indirect(diffColor, specColor, gi, grazingTerm, fresnelTerm);
|
||||
|
||||
return half4(color, 1);
|
||||
}
|
||||
|
||||
inline half4 LightingStandardSkin (SurfaceOutputStandardSkin s, half3 viewDir, UnityGI gi)
|
||||
{
|
||||
s.Normal = normalize(s.Normal);
|
||||
|
||||
half oneMinusReflectivity;
|
||||
half3 specColor;
|
||||
s.Albedo = EnergyConservationBetweenDiffuseAndSpecular (s.Albedo, s.Specular, oneMinusReflectivity);
|
||||
|
||||
half outputAlpha;
|
||||
s.Albedo = PreMultiplyAlpha (s.Albedo, s.Alpha, oneMinusReflectivity, outputAlpha);
|
||||
|
||||
half4 color = half4(0.0, 0.0, 0.0, 1.0);
|
||||
if (s.Skin > 0.5) {
|
||||
color.rgb = Skin_BRDF_PBS(s, oneMinusReflectivity, viewDir, gi.light, gi.indirect);
|
||||
} else {
|
||||
color.rgb = BRDF3_Unity_PBS__ (s.Albedo, s.Specular, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect);
|
||||
}
|
||||
color.a = outputAlpha;
|
||||
return color;
|
||||
}
|
||||
|
||||
inline void LightingStandardSkin_GI (SurfaceOutputStandardSkin s, UnityGIInput data, inout UnityGI gi)
|
||||
{
|
||||
gi = UnityGlobalIllumination (data, s.Occlusion, s.Smoothness, s.Normal);
|
||||
}
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandardSkin o) {
|
||||
|
||||
half4 c = tex2D (_MainTex, IN.uv_MainTex);
|
||||
if (c.a < _Cutoff) {
|
||||
discard;
|
||||
}
|
||||
// Albedo
|
||||
o.Albedo = c.rgb;
|
||||
o.Alpha = c.a;
|
||||
|
||||
// Normal
|
||||
o.Normal = UnpackNormal(tex2D(_NormalMap, IN.uv_MainTex));
|
||||
|
||||
// SPECULAR / GLOSS / Occlusion
|
||||
half4 maskColor = tex2D (_MaskTex, IN.uv_MainTex);
|
||||
o.Specular = maskColor.r * _SpecPow;
|
||||
o.Smoothness = maskColor.g * _GlossPow;
|
||||
o.Occlusion = maskColor.b;
|
||||
|
||||
// SET SKIN MASK
|
||||
half4 skinFilter = tex2D(_SkinTex, IN.uv_MainTex);
|
||||
o.Skin = skinFilter.r;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
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textureFormat: 0
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MatFilterMode: 1
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shaderParms: []
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MaskWithCurrentColor: 0
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m_ShaderKeywords: _METALLICGLOSSMAP _NORMALMAP _OCCLUSIONMAP _SPECGLOSSMAP
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m_LightmapFlags: 4
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stringTagMap: {}
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Shader "o3n/Skin Standard FFS Variant" {
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Properties {
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_Color("Color", Color) = (1,1,1,1)
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_OcclusionMap("Occlusion", 2D) = "white" {}
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}
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Tags
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{
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}
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LOD 300
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Cull Back
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// ------------------------------------------------------------------
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// Additive forward pass (one light per pass)
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Pass
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{
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Name "FORWARD_DELTA"
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Tags { "LightMode" = "ForwardAdd" }
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Blend [_SrcBlend] One
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Fog { Color (0,0,0,0) } // in additive pass fog should be black
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ZWrite Off
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ZTest LEqual
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CGPROGRAM
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#pragma target 3.0
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// -------------------------------------
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#pragma shader_feature _NORMALMAP
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#pragma vertex vertAdd
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#include "UnityStandardCoreForward.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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ZWrite On ZTest LEqual
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CGPROGRAM
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#pragma target 3.0
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// -------------------------------------
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _PARALLAXMAP
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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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Pass
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{
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Name "DEFERRED"
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Tags { "LightMode" = "Deferred" }
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers nomrt
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// -------------------------------------
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature ___ _DETAIL_MULX2
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
|
||||
#pragma multi_compile ___ UNITY_HDR_ON
|
||||
#pragma multi_compile ___ LIGHTMAP_ON
|
||||
#pragma multi_compile ___ DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
||||
#pragma multi_compile ___ DYNAMICLIGHTMAP_ON
|
||||
|
||||
#pragma vertex vertDeferred
|
||||
#pragma fragment fragDeferred
|
||||
|
||||
#include "UnityStandardCore.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Extracts information for lightmapping, GI (emission, albedo, ...)
|
||||
// This pass it not used during regular rendering.
|
||||
Pass
|
||||
{
|
||||
Name "META"
|
||||
Tags { "LightMode"="Meta" }
|
||||
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_meta
|
||||
#pragma fragment frag_meta
|
||||
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature ___ _DETAIL_MULX2
|
||||
|
||||
#include "UnityStandardMeta.cginc"
|
||||
ENDCG
|
||||
}
|
||||
CGPROGRAM
|
||||
#pragma surface surf StandardSkin fullforwardshadows vertex:vert
|
||||
#pragma target 3.0
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityStandardUtils.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
|
||||
struct SurfaceOutputStandardSkin {
|
||||
fixed3 Albedo; // base (diffuse or specular) color
|
||||
fixed3 Normal; // tangent space normal, if written
|
||||
half3 Emission;
|
||||
half Metallic; // 0=non-metal, 1=metal
|
||||
// Smoothness is the user facing name, it should be perceptual smoothness but user should not have to deal with it.
|
||||
// Everywhere in the code you meet smoothness it is perceptual smoothness
|
||||
half Smoothness; // 0=rough, 1=smooth
|
||||
half Occlusion; // occlusion (default 1)
|
||||
fixed Alpha; // alpha for transparencies
|
||||
fixed Skin;
|
||||
};
|
||||
|
||||
struct appdata {
|
||||
float4 vertex : POSITION;
|
||||
float4 tangent : TANGENT;
|
||||
float3 normal : NORMAL;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
float2 texcoord2 : TEXCOORD2;
|
||||
};
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
float3 viewDir;
|
||||
float3 coords0;
|
||||
float3 coords1;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _BumpMap;
|
||||
sampler2D _MetallicGlossMap;
|
||||
sampler2D _OcclusionMap;
|
||||
sampler2D _MaskTex;
|
||||
|
||||
float _MetallicPow;
|
||||
float _GlossPow;
|
||||
float _AmbientContribution;
|
||||
float _Cutoff;
|
||||
float4 _Color;
|
||||
|
||||
sampler2D _BRDFTex;
|
||||
|
||||
void vert (inout appdata v, out Input o)
|
||||
{
|
||||
UNITY_INITIALIZE_OUTPUT(Input, o);
|
||||
TANGENT_SPACE_ROTATION;
|
||||
o.coords0 = mul(rotation, UNITY_MATRIX_IT_MV[0].xyz);
|
||||
o.coords1 = mul(rotation, UNITY_MATRIX_IT_MV[1].xyz);
|
||||
}
|
||||
|
||||
half3 BRDF3_Direct_Skin(half3 diffColor, half3 specColor, half rlPow4, half smoothness)
|
||||
{
|
||||
half LUT_RANGE = 16.0; // must match range in NHxRoughness() function in GeneratedTextures.cpp
|
||||
// Lookup texture to save instructions
|
||||
half specular = tex2D(unity_NHxRoughness, half2(rlPow4, SmoothnessToPerceptualRoughness(smoothness))).UNITY_ATTEN_CHANNEL * LUT_RANGE;
|
||||
#if defined(_SPECULARHIGHLIGHTS_OFF)
|
||||
specular = 0.0;
|
||||
#endif
|
||||
return diffColor *.3 + specular * specColor;
|
||||
}
|
||||
|
||||
half3 BRDF3_Indirect_Skin (half3 diffColor, half3 specColor, UnityIndirect indirect, half grazingTerm, half3 occl, half3 brdf, half nv)
|
||||
{
|
||||
half3 c = (indirect.diffuse + occl * brdf ) * diffColor;
|
||||
c += indirect.specular * FresnelLerp (specColor, grazingTerm, nv) * _AmbientContribution;
|
||||
return c;
|
||||
}
|
||||
|
||||
half4 Skin_BRDF_PBS (half3 diffColor, half3 specColor, half oneMinusReflectivity, half smoothness, half3 normal, half3 viewDir, UnityLight light, UnityIndirect gi, float occlusion)
|
||||
{
|
||||
half3 normalizedLightDir = normalize(light.dir);
|
||||
float dotNL = dot(normal, normalizedLightDir);
|
||||
float2 brdfUV = float2(dotNL * 0.5 + 0.5, 0.7 * dot(light.color, fixed3(0.2126, 0.7152, 0.0722)));
|
||||
half3 brdf = tex2D( _BRDFTex, brdfUV ).rgb;
|
||||
|
||||
half nv = saturate(dot(normal, viewDir));
|
||||
half grazingTerm = saturate(smoothness + (1-oneMinusReflectivity));
|
||||
|
||||
half3 reflDir = reflect (viewDir, normal);
|
||||
half2 rlPow4AndFresnelTerm = Pow4 (half2(dot(reflDir, light.dir), 1-nv)); // use R.L instead of N.H to save couple of instructions
|
||||
half rlPow4 = rlPow4AndFresnelTerm.x;
|
||||
|
||||
half nl = saturate(dot(normal, light.dir));
|
||||
half3 color = BRDF3_Direct_Skin(diffColor, specColor, rlPow4, smoothness);
|
||||
color *= light.color * nl;
|
||||
float3 occl = light.color.rgb * occlusion;
|
||||
color += BRDF3_Indirect_Skin (diffColor, specColor, gi, grazingTerm, occl, brdf, nv);
|
||||
return half4(color, 1);
|
||||
}
|
||||
|
||||
inline half4 LightingStandardSkin (SurfaceOutputStandardSkin s, half3 viewDir, UnityGI gi)
|
||||
{
|
||||
s.Normal = normalize(s.Normal);
|
||||
|
||||
half oneMinusReflectivity;
|
||||
half3 specColor;
|
||||
s.Albedo = DiffuseAndSpecularFromMetallic (s.Albedo, s.Metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity);
|
||||
// shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
|
||||
// this is necessary to handle transparency in physically correct way - only diffuse component gets affected by alpha
|
||||
half outputAlpha;
|
||||
s.Albedo = PreMultiplyAlpha (s.Albedo, s.Alpha, oneMinusReflectivity, /*out*/ outputAlpha);
|
||||
|
||||
half4 color = half4(0.0, 0.0, 0.0, 1.0);
|
||||
if (s.Skin > 0.5) {
|
||||
color = Skin_BRDF_PBS(s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect, s.Occlusion);
|
||||
} else {
|
||||
color = BRDF3_Unity_PBS (s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect);
|
||||
}
|
||||
color.rgb += UNITY_BRDF_GI (s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, s.Occlusion, gi);
|
||||
color.a = outputAlpha;
|
||||
return color;
|
||||
}
|
||||
|
||||
inline void LightingStandardSkin_GI (SurfaceOutputStandardSkin s, UnityGIInput data, inout UnityGI gi)
|
||||
{
|
||||
gi = UnityGlobalIllumination (data, s.Occlusion, s.Smoothness, s.Normal);
|
||||
}
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandardSkin o) {
|
||||
|
||||
half4 c = tex2D (_MainTex, IN.uv_MainTex);
|
||||
if (c.a < _Cutoff) {
|
||||
discard;
|
||||
}
|
||||
// Albedo
|
||||
o.Albedo = c.rgb * _Color;
|
||||
o.Alpha = c.a;
|
||||
|
||||
// Normal
|
||||
float3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
|
||||
o.Normal = normal;
|
||||
|
||||
// Metallic / Smoothness / Occlusion
|
||||
half4 occlusion = tex2D (_OcclusionMap, IN.uv_MainTex);
|
||||
half4 metallic = tex2D (_MetallicGlossMap, IN.uv_MainTex);
|
||||
o.Metallic = metallic.rgb * _MetallicPow;
|
||||
o.Smoothness = metallic.a * _GlossPow;
|
||||
o.Occlusion = occlusion.rgb;
|
||||
|
||||
// SET SKIN MASK
|
||||
half4 skinFilter = tex2D(_MaskTex, IN.uv_MainTex);
|
||||
o.Skin = skinFilter.r;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
|
||||
LOD 150
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Base forward pass (directional light, emission, lightmaps, ...)
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
ZWrite [_ZWrite]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
// SM2.0: NOT SUPPORTED shader_feature ___ _DETAIL_MULX2
|
||||
// SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
|
||||
|
||||
#pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
||||
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex vertBase
|
||||
#pragma fragment fragBase
|
||||
#include "UnityStandardCoreForward.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
// ------------------------------------------------------------------
|
||||
// Additive forward pass (one light per pass)
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
Blend [_SrcBlend] One
|
||||
Fog { Color (0,0,0,0) } // in additive pass fog should be black
|
||||
ZWrite Off
|
||||
ZTest LEqual
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature ___ _DETAIL_MULX2
|
||||
// SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
|
||||
#pragma skip_variants SHADOWS_SOFT
|
||||
|
||||
#pragma multi_compile_fwdadd_fullshadows
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex vertAdd
|
||||
#pragma fragment fragAdd
|
||||
#include "UnityStandardCoreForward.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
// ------------------------------------------------------------------
|
||||
// Shadow rendering pass
|
||||
Pass {
|
||||
Name "ShadowCaster"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
ZWrite On ZTest LEqual
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma skip_variants SHADOWS_SOFT
|
||||
#pragma multi_compile_shadowcaster
|
||||
|
||||
#pragma vertex vertShadowCaster
|
||||
#pragma fragment fragShadowCaster
|
||||
|
||||
#include "UnityStandardShadow.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Extracts information for lightmapping, GI (emission, albedo, ...)
|
||||
// This pass it not used during regular rendering.
|
||||
Pass
|
||||
{
|
||||
Name "META"
|
||||
Tags { "LightMode"="Meta" }
|
||||
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_meta
|
||||
#pragma fragment frag_meta
|
||||
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature ___ _DETAIL_MULX2
|
||||
|
||||
#include "UnityStandardMeta.cginc"
|
||||
ENDCG
|
||||
}
|
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}
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FallBack "VertexLit"
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}
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Reference in New Issue
Block a user