This commit is contained in:
2025-01-08 00:15:45 +02:00
parent 090ffeb17d
commit c003b22bbd
2737 changed files with 2801754 additions and 5601 deletions
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "o3n/Modified Standard Double Sided"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
_ParallaxMap ("Height Map", 2D) = "black" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
_EmissionColor("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
}
CGINCLUDE
#define UNITY_SETUP_BRDF_INPUT MetallicSetup
ENDCG
SubShader
{
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
// ------------------------------------------------------------------
// Base forward pass (directional light, emission, lightmaps, ...)
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull Off
CGPROGRAM
#pragma target 3.0
// -------------------------------------
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature ___ _DETAIL_MULX2
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
#pragma shader_feature _PARALLAXMAP
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#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
#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 3.0
// -------------------------------------
#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
#pragma shader_feature _PARALLAXMAP
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
// 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
#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 3.0
// -------------------------------------
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _PARALLAXMAP
#pragma multi_compile_shadowcaster
#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
#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster
#include "UnityStandardShadow.cginc"
ENDCG
}
// ------------------------------------------------------------------
// Deferred pass
Pass
{
Name "DEFERRED"
Tags { "LightMode" = "Deferred" }
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma exclude_renderers nomrt
// -------------------------------------
#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 ___ _DETAIL_MULX2
#pragma shader_feature _PARALLAXMAP
#pragma multi_compile_prepassfinal
#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
#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
#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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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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Shader "o3n/Skin Standard FFS Variant" {
Properties {
_Color("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_MetallicGlossMap("Metallic", 2D) = "white" {}
_BumpMap("Normal Map", 2D) = "bump" {}
_MetallicPow ("Metallic Power", Range(0, 1)) = 0.1
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_OcclusionMap("Occlusion", 2D) = "white" {}
_MaskTex ("Mask Texture (R - Skin)", 2D) = "white" {}
_BRDFTex ("Brdf Map", 2D) = "gray" {}
_GlossPow ("Smoothness", Range(0, 1)) = 1.0
_AmbientContribution ("Ambience", Range(0, 1)) = 1
}
SubShader {
Tags
{
"Queue" = "AlphaTest"
"RenderType" = "TransparentCutout"
}
LOD 300
Cull Back
// ------------------------------------------------------------------
// 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 3.0
// -------------------------------------
#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
#pragma shader_feature _PARALLAXMAP
#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 3.0
// -------------------------------------
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _PARALLAXMAP
#pragma multi_compile_shadowcaster
#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster
#include "UnityStandardShadow.cginc"
ENDCG
}
// ------------------------------------------------------------------
// Deferred pass
Pass
{
Name "DEFERRED"
Tags { "LightMode" = "Deferred" }
CGPROGRAM
#pragma target 3.0
#pragma exclude_renderers nomrt
// -------------------------------------
#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 ___ _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
}
}
FallBack "VertexLit"
}
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