// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "GLTF/PbrSpecularGlossiness" { Properties { _Color("Base Color Factor", Color) = (1,1,1,1) _MainTex("Base Color Texture", 2D) = "white" {} [Toggle(_VERTEX_COLORS)] _VertexColors("Vertex Colors", Float) = 1.0 _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _Glossiness("Glossiness Factor", Range(0.0, 1.0)) = 0.5 [HideInInspector] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0 _SpecColor("Specular Factor", Color) = (0.2,0.2,0.2) _SpecGlossMap("Spec Gloss Texture", 2D) = "white" {} [HideInInspector] _SpecularHighlights("Specular Highlights", Float) = 1.0 [HideInInspector] _GlossyReflections("Glossy Reflections", Float) = 1.0 _BumpScale("Normal Scale", Float) = 1.0 _BumpMap("Normal Map", 2D) = "bump" {} [HideInInspector] _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 [HideInInspector] _ParallaxMap ("Height Map", 2D) = "black" {} _OcclusionStrength("Occlusion Strength", Range(0.0, 1.0)) = 1.0 _OcclusionMap("Occlusion Texture", 2D) = "white" {} _EmissionColor("Emissive Factor", Color) = (0,0,0) _EmissionMap("Emissive Texture", 2D) = "white" {} _Cull("Cull", Int) = 0 [HideInInspector] _DetailMask("Detail Mask", 2D) = "white" {} [HideInInspector] _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} [HideInInspector] _DetailNormalMapScale("Scale", Float) = 1.0 [HideInInspector] _DetailNormalMap("Normal Map", 2D) = "bump" {} [HideInInspector] _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 SpecularSetup 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 [_Cull] 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 _SPECGLOSSMAP #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 #pragma vertex vert_vcol #pragma fragment frag_vcol #pragma shader_feature _VERTEX_COLORS #include "VertexColor.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[_Cull] CGPROGRAM #pragma target 3.0 // ------------------------------------- #pragma shader_feature _NORMALMAP #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _SPECGLOSSMAP #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 "UnityStandardInput.cginc" #include "UnityStandardCoreForward.cginc" ENDCG } // ------------------------------------------------------------------ // Shadow rendering pass Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual Cull[_Cull] CGPROGRAM #pragma target 3.0 // ------------------------------------- #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _SPECGLOSSMAP #pragma shader_feature _PARALLAXMAP #pragma multi_compile_shadowcaster #pragma multi_compile_instancing #pragma vertex vertShadowCaster #pragma fragment fragShadowCaster #include "UnityStandardShadow.cginc" ENDCG } // ------------------------------------------------------------------ // Deferred pass Pass { Name "DEFERRED" Tags { "LightMode" = "Deferred" } Cull[_Cull] 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 _SPECGLOSSMAP #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 #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[_Cull] CGPROGRAM #pragma vertex vert_meta #pragma fragment frag_meta #pragma shader_feature _EMISSION #pragma shader_feature _SPECGLOSSMAP #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[_Cull] 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 _SPECGLOSSMAP #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF #pragma shader_feature ___ _DETAIL_MULX2 // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP #pragma skip_variants SHADOWS_SOFT DYNAMICLIGHTMAP_ON DIRLIGHTMAP_COMBINED #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma vertex vert_vcol #pragma fragment frag_vcol #pragma shader_feature _VERTEX_COLORS #include "VertexColor.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[_Cull] CGPROGRAM #pragma target 2.0 #pragma shader_feature _NORMALMAP #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _SPECGLOSSMAP #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 "UnityStandardInput.cginc" #include "UnityStandardCoreForward.cginc" ENDCG } // ------------------------------------------------------------------ // Shadow rendering pass Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual Cull[_Cull] CGPROGRAM #pragma target 2.0 #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _SPECGLOSSMAP #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[_Cull] CGPROGRAM #pragma vertex vert_meta #pragma fragment frag_meta #pragma shader_feature _EMISSION #pragma shader_feature _SPECGLOSSMAP #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 "PbrShaderGUI" }