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