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AR-Menu/Library/PackageCache/com.unity.cloud.gltfast@db5a82ec0b47/Runtime/Shader/Export/glTFExportMetalGloss.shader
2025-11-30 08:35:03 +02:00

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Shader "Hidden/glTFExportMetalGloss"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 frag (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
// From the GLTF 2.0 spec
// The metallic-roughness texture. The metalness values are sampled from the B channel.
// The roughness values are sampled from the G channel. These values are linear.
// If other channels are present (R or A), they are ignored for metallic-roughness calculations.
//
// Unity, by default, puts metallic in R channel and glossiness in A channel.
// Unity uses a metallic-gloss texture so we need to invert the value in the g channel.
//
// Conversion Summary
// Unity R channel goes into B channel
// Unity A channel goes into G channel, then inverted
float4 result = float4(1, 1 - col.a, col.r, 1);
#ifdef UNITY_COLORSPACE_GAMMA
#else
// hack for linear color space, need to figure out
// right way to sample textures.
result.xyz = GammaToLinearSpace(result.xyz);
#endif
return result;
}
ENDCG
}
}
}