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2025-11-30 08:35:03 +02:00

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// SPDX-FileCopyrightText: 2023 Unity Technologies and the glTFast authors
// SPDX-License-Identifier: Apache-2.0
// Based on Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "glTF/PbrSpecularGlossiness"
{
Properties
{
[MainColor] baseColorFactor("Diffuse", Color) = (1,1,1,1)
[MainTexture] baseColorTexture("Diffuse Tex", 2D) = "white" {}
baseColorTexture_Rotation ("Diffuse Tex Rotation", Vector) = (0,0,0,0)
[Enum(UV0,0,UV1,1)] baseColorTexture_texCoord ("Diffuse Tex UV", Float) = 0
alphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
glossinessFactor("Glossiness", Range(0.0, 1.0)) = 1
// _GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0
// [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0
specularFactor("Specular", Color) = (1,1,1)
specularGlossinessTexture("Specular-Glossiness Tex", 2D) = "white" {}
specularGlossinessTexture_Rotation ("Specular-Glossiness Tex Rotation", Vector) = (0,0,0,0)
[Enum(UV0,0,UV1,1)] specularGlossinessTexture_texCoord ("Specular-Glossiness Tex UV", Float) = 0
// [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
// [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
normalTexture_scale("Normal Scale", Float) = 1.0
[Normal] normalTexture("Normal Tex", 2D) = "bump" {}
normalTexture_Rotation ("Normal Tex Rotation", Vector) = (0,0,0,0)
[Enum(UV0,0,UV1,1)] normalTexture_texCoord ("Normal Tex UV Set", Float) = 0
// _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
// _ParallaxMap ("Height Map", 2D) = "black" {}
occlusionTexture_strength("Occlusion Strength", Range(0.0, 1.0)) = 1.0
occlusionTexture("Occlusion Tex", 2D) = "white" {}
occlusionTexture_Rotation ("Occlusion Tex Rotation", Vector) = (0,0,0,0)
[Enum(UV0,0,UV1,1)] occlusionTexture_texCoord ("Occlusion Tex UV Set", Float) = 0
[HDR] emissiveFactor("Emissive", Color) = (0,0,0)
emissiveTexture("Emissive Tex", 2D) = "white" {}
emissiveTexture_Rotation ("Emissive Tex Rotation", Vector) = (0,0,0,0)
[Enum(UV0,0,UV1,1)] emissiveTexture_texCoord ("Emissive Tex UV", Float) = 0
// _DetailMask("Detail Mask", 2D) = "white" {}
// _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
// _DetailNormalMapScale("Scale", Float) = 1.0
// [Normal] _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
[Enum(UnityEngine.Rendering.CullMode)] _CullMode ("Cull Mode", Float) = 2.0
}
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 [_CullMode]
CGPROGRAM
#pragma target 3.0
// -------------------------------------
#pragma shader_feature _NORMALMAP
#pragma shader_feature _EMISSION
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local _SPECGLOSSMAP
#pragma shader_feature_local _OCCLUSION
#pragma shader_feature_local _TEXTURE_TRANSFORM
// #pragma shader_feature_local _DETAIL_MULX2
// #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
// #pragma shader_feature_local _GLOSSYREFLECTIONS_OFF
// #pragma shader_feature_local _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 fragBaseFacing
#include "glTFIncludes/glTFUnityStandardCoreForward.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 [_CullMode]
CGPROGRAM
#pragma target 3.0
// -------------------------------------
#pragma shader_feature _NORMALMAP
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local _SPECGLOSSMAP
#pragma shader_feature_local _OCCLUSION
#pragma shader_feature_local _TEXTURE_TRANSFORM
// #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
// #pragma shader_feature_local _DETAIL_MULX2
// #pragma shader_feature_local _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 fragAddFacing
#include "glTFIncludes/glTFUnityStandardCoreForward.cginc"
ENDCG
}
// ------------------------------------------------------------------
// Shadow rendering pass
Pass {
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual
Cull [_CullMode]
CGPROGRAM
#pragma target 3.0
// -------------------------------------
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local _SPECGLOSSMAP
#pragma shader_feature_local _OCCLUSION
#pragma shader_feature_local _TEXTURE_TRANSFORM
// #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// #pragma shader_feature_local _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 [_CullMode]
CGPROGRAM
#pragma target 3.0
#pragma exclude_renderers nomrt
// -------------------------------------
#pragma shader_feature _NORMALMAP
#pragma shader_feature _EMISSION
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local _SPECGLOSSMAP
#pragma shader_feature_local _OCCLUSION
#pragma shader_feature_local _TEXTURE_TRANSFORM
// #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
// #pragma shader_feature_local _DETAIL_MULX2
// #pragma shader_feature_local _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 fragDeferredFacing
#include "glTFIncludes/glTF.cginc"
#include "glTFIncludes/glTFUnityStandardCore.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_local _SPECGLOSSMAP
#pragma shader_feature_local _OCCLUSION
#pragma shader_feature_local _TEXTURE_TRANSFORM
// #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// #pragma shader_feature_local _DETAIL_MULX2
#pragma shader_feature EDITOR_VISUALIZATION
#include "glTFIncludes/glTFUnityStandardMeta.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 [_CullMode]
CGPROGRAM
#pragma target 2.0
#pragma shader_feature _NORMALMAP
#pragma shader_feature _EMISSION
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local _SPECGLOSSMAP
#pragma shader_feature_local _OCCLUSION
#pragma shader_feature_local _TEXTURE_TRANSFORM
// #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
// #pragma shader_feature_local _GLOSSYREFLECTIONS_OFF
// #pragma shader_feature_local _DETAIL_MULX2
// SM2.0: NOT SUPPORTED shader_feature_local _PARALLAXMAP
#pragma skip_variants SHADOWS_SOFT DYNAMICLIGHTMAP_ON DIRLIGHTMAP_COMBINED
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma vertex vertBase
#pragma fragment fragBaseFacing
#include "glTFIncludes/glTFUnityStandardCoreForward.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 [_CullMode]
CGPROGRAM
#pragma target 2.0
#pragma shader_feature _NORMALMAP
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local _SPECGLOSSMAP
#pragma shader_feature_local _OCCLUSION
#pragma shader_feature_local _TEXTURE_TRANSFORM
// #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
// #pragma shader_feature_local _DETAIL_MULX2
// SM2.0: NOT SUPPORTED shader_feature_local _PARALLAXMAP
#pragma skip_variants SHADOWS_SOFT
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
#pragma vertex vertAdd
#pragma fragment fragAddFacing
#include "glTFIncludes/glTFUnityStandardCoreForward.cginc"
ENDCG
}
// ------------------------------------------------------------------
// Shadow rendering pass
Pass {
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual
Cull [_CullMode]
CGPROGRAM
#pragma target 2.0
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local _SPECGLOSSMAP
#pragma shader_feature_local _OCCLUSION
#pragma shader_feature_local _TEXTURE_TRANSFORM
// #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#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_local _SPECGLOSSMAP
#pragma shader_feature_local _OCCLUSION
#pragma shader_feature_local _TEXTURE_TRANSFORM
// #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// #pragma shader_feature_local _DETAIL_MULX2
#pragma shader_feature EDITOR_VISUALIZATION
#include "glTFIncludes/glTFUnityStandardMeta.cginc"
ENDCG
}
}
FallBack "VertexLit"
// CustomEditor "StandardShaderGUI"
CustomEditor "GLTFast.Editor.BuiltInShaderGUI"
}