398 lines
15 KiB
Plaintext
398 lines
15 KiB
Plaintext
// SPDX-FileCopyrightText: 2023 Unity Technologies and the glTFast authors
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// SPDX-License-Identifier: Apache-2.0
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// Based on Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "glTF/PbrMetallicRoughness"
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{
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Properties
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{
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[MainColor] baseColorFactor("Base Color", Color) = (1,1,1,1)
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[MainTexture] baseColorTexture("Base Color Tex", 2D) = "white" {}
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baseColorTexture_Rotation ("Base Color Tex Rotation", Vector) = (0,0,0,0)
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[Enum(UV0,0,UV1,1)] baseColorTexture_texCoord ("Base Color Tex UV", Float) = 0
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alphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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roughnessFactor("Roughness", Range(0.0, 1.0)) = 1
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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] metallicFactor("Metallic", Range(0.0, 1.0)) = 1.0
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metallicRoughnessTexture("Metallic-Roughness Tex", 2D) = "white" {}
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metallicRoughnessTexture_Rotation ("Metallic-Roughness Map Rotation", Vector) = (0,0,0,0)
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[Enum(UV0,0,UV1,1)] metallicRoughnessTexture_texCoord ("Metallic-Roughness Tex UV", Float) = 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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normalTexture_scale("Normal Scale", Float) = 1.0
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[Normal] normalTexture("Normal Tex", 2D) = "bump" {}
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normalTexture_Rotation ("Normal Tex Rotation", Vector) = (0,0,0,0)
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[Enum(UV0,0,UV1,1)] normalTexture_texCoord ("Normal Tex UV", Float) = 0
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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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occlusionTexture_strength("Occlusion Strength", Range(0.0, 1.0)) = 1.0
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occlusionTexture("Occlusion Tex", 2D) = "white" {}
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occlusionTexture_Rotation ("Occlusion Tex Rotation", Vector) = (0,0,0,0)
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[Enum(UV0,0,UV1,1)] occlusionTexture_texCoord ("Occlusion Tex UV", Float) = 0
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[HDR] emissiveFactor("Emissive", Color) = (0,0,0)
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emissiveTexture("Emission Tex", 2D) = "white" {}
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emissiveTexture_Rotation ("Emission Tex Rotation", Vector) = (0,0,0,0)
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[Enum(UV0,0,UV1,1)] emissiveTexture_texCoord ("Emission Tex UV", Float) = 0
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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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// [Normal] _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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[Enum(UnityEngine.Rendering.CullMode)] _CullMode ("Cull Mode", Float) = 2.0
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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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// 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 [_CullMode]
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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 _EMISSION
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#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature_local _METALLICGLOSSMAP
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#pragma shader_feature_local _OCCLUSION
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#pragma shader_feature_local _TEXTURE_TRANSFORM
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// #pragma shader_feature_local _DETAIL_MULX2
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// #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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// #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
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// #pragma shader_feature_local _GLOSSYREFLECTIONS_OFF
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// #pragma shader_feature_local _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 fragBaseFacing
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#include "glTFIncludes/glTFUnityStandardCoreForward.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 [_CullMode]
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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_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature_local _METALLICGLOSSMAP
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#pragma shader_feature_local _OCCLUSION
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#pragma shader_feature_local _TEXTURE_TRANSFORM
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// #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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// #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
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// #pragma shader_feature_local _DETAIL_MULX2
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// #pragma shader_feature_local _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 fragAddFacing
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#include "glTFIncludes/glTFUnityStandardCoreForward.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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Tags { "LightMode" = "ShadowCaster" }
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ZWrite On ZTest LEqual
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Cull [_CullMode]
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CGPROGRAM
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#pragma target 3.0
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// -------------------------------------
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#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature_local _METALLICGLOSSMAP
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#pragma shader_feature_local _OCCLUSION
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#pragma shader_feature_local _TEXTURE_TRANSFORM
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// #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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// #pragma shader_feature_local _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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#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 [_CullMode]
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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 _EMISSION
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#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature_local _METALLICGLOSSMAP
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#pragma shader_feature_local _OCCLUSION
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#pragma shader_feature_local _TEXTURE_TRANSFORM
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// #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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// #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
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// #pragma shader_feature_local _DETAIL_MULX2
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// #pragma shader_feature_local _PARALLAXMAP
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#pragma multi_compile_prepassfinal
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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 vertDeferred
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#pragma fragment fragDeferredFacing
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#include "glTFIncludes/glTF.cginc"
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#include "glTFIncludes/glTFUnityStandardCore.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Extracts information for lightmapping, GI (emission, albedo, ...)
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// This pass it not used during regular rendering.
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Pass
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{
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Name "META"
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Tags { "LightMode"="Meta" }
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Cull Off
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CGPROGRAM
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#pragma vertex vert_meta
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#pragma fragment frag_meta
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#pragma shader_feature _EMISSION
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#pragma shader_feature_local _METALLICGLOSSMAP
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#pragma shader_feature_local _OCCLUSION
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#pragma shader_feature_local _TEXTURE_TRANSFORM
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// #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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// #pragma shader_feature_local _DETAIL_MULX2
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#pragma shader_feature EDITOR_VISUALIZATION
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#include "glTFIncludes/glTFUnityStandardMeta.cginc"
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ENDCG
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}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
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LOD 150
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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 [_CullMode]
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CGPROGRAM
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#pragma target 2.0
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _EMISSION
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#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature_local _METALLICGLOSSMAP
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#pragma shader_feature_local _OCCLUSION
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#pragma shader_feature_local _TEXTURE_TRANSFORM
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// #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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// #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
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// #pragma shader_feature_local _GLOSSYREFLECTIONS_OFF
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// SM2.0: NOT SUPPORTED shader_feature_local _DETAIL_MULX2
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// SM2.0: NOT SUPPORTED shader_feature_local _PARALLAXMAP
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#pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma vertex vertBase
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#pragma fragment fragBaseFacing
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#include "glTFIncludes/glTFUnityStandardCoreForward.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 [_CullMode]
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CGPROGRAM
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#pragma target 2.0
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature_local _METALLICGLOSSMAP
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#pragma shader_feature_local _OCCLUSION
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#pragma shader_feature_local _TEXTURE_TRANSFORM
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// #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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// #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
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// #pragma shader_feature_local _DETAIL_MULX2
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// SM2.0: NOT SUPPORTED shader_feature_local _PARALLAXMAP
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#pragma skip_variants SHADOWS_SOFT
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile_fog
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#pragma vertex vertAdd
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#pragma fragment fragAddFacing
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#include "glTFIncludes/glTFUnityStandardCoreForward.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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Tags { "LightMode" = "ShadowCaster" }
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ZWrite On ZTest LEqual
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Cull [_CullMode]
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CGPROGRAM
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#pragma target 2.0
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#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature_local _METALLICGLOSSMAP
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#pragma shader_feature_local _OCCLUSION
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#pragma shader_feature_local _TEXTURE_TRANSFORM
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// #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma skip_variants SHADOWS_SOFT
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#pragma multi_compile_shadowcaster
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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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// Extracts information for lightmapping, GI (emission, albedo, ...)
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// This pass it not used during regular rendering.
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Pass
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{
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Name "META"
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Tags { "LightMode"="Meta" }
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Cull Off
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CGPROGRAM
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#pragma vertex vert_meta
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#pragma fragment frag_meta
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#pragma shader_feature _EMISSION
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#pragma shader_feature_local _METALLICGLOSSMAP
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#pragma shader_feature_local _OCCLUSION
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#pragma shader_feature_local _TEXTURE_TRANSFORM
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// #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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// #pragma shader_feature_local _DETAIL_MULX2
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#pragma shader_feature EDITOR_VISUALIZATION
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#include "glTFIncludes/glTFUnityStandardMeta.cginc"
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ENDCG
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}
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}
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FallBack "VertexLit"
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// CustomEditor "StandardShaderGUI"
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CustomEditor "GLTFast.Editor.BuiltInShaderGUI"
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}
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