StandardDoublesided.shader 8.4 KB

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  1. Shader "StandardDoublesided"
  2. {
  3. Properties
  4. {
  5. _Color("Color", Color) = (1,1,1,1)
  6. _MainTex("Albedo", 2D) = "white" {}
  7. _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
  8. _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
  9. [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
  10. _MetallicGlossMap("Metallic", 2D) = "white" {}
  11. _BumpScale("Scale", Float) = 1.0
  12. _BumpMap("Normal Map", 2D) = "bump" {}
  13. _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
  14. _ParallaxMap ("Height Map", 2D) = "black" {}
  15. _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
  16. _OcclusionMap("Occlusion", 2D) = "white" {}
  17. _EmissionColor("Color", Color) = (0,0,0)
  18. _EmissionMap("Emission", 2D) = "white" {}
  19. _DetailMask("Detail Mask", 2D) = "white" {}
  20. _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
  21. _DetailNormalMapScale("Scale", Float) = 1.0
  22. _DetailNormalMap("Normal Map", 2D) = "bump" {}
  23. [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
  24. // UI-only data
  25. [HideInInspector] _EmissionScaleUI("Scale", Float) = 0.0
  26. [HideInInspector] _EmissionColorUI("Color", Color) = (1,1,1)
  27. // Blending state
  28. [HideInInspector] _Mode ("__mode", Float) = 0.0
  29. [HideInInspector] _SrcBlend ("__src", Float) = 1.0
  30. [HideInInspector] _DstBlend ("__dst", Float) = 0.0
  31. [HideInInspector] _ZWrite ("__zw", Float) = 1.0
  32. }
  33. CGINCLUDE
  34. #define UNITY_SETUP_BRDF_INPUT MetallicSetup
  35. ENDCG
  36. SubShader
  37. {
  38. Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
  39. LOD 300
  40. // ------------------------------------------------------------------
  41. // Base forward pass (directional light, emission, lightmaps, ...)
  42. Pass
  43. {
  44. Name "FORWARD"
  45. Tags { "LightMode" = "ForwardBase" }
  46. Cull Off
  47. Blend [_SrcBlend] [_DstBlend]
  48. ZWrite [_ZWrite]
  49. CGPROGRAM
  50. #pragma target 3.0
  51. // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
  52. #pragma exclude_renderers gles
  53. // -------------------------------------
  54. #pragma shader_feature _NORMALMAP
  55. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  56. #pragma shader_feature _EMISSION
  57. #pragma shader_feature _METALLICGLOSSMAP
  58. #pragma shader_feature ___ _DETAIL_MULX2
  59. #pragma shader_feature _PARALLAXMAP
  60. #pragma multi_compile_fwdbase
  61. #pragma multi_compile_fog
  62. #pragma vertex vertForwardBase
  63. #pragma fragment fragForwardBase
  64. #include "UnityStandardCore.cginc"
  65. ENDCG
  66. }
  67. // ------------------------------------------------------------------
  68. // Additive forward pass (one light per pass)
  69. Pass
  70. {
  71. Name "FORWARD_DELTA"
  72. Tags { "LightMode" = "ForwardAdd" }
  73. Blend [_SrcBlend] One
  74. Fog { Color (0,0,0,0) } // in additive pass fog should be black
  75. ZWrite Off
  76. ZTest LEqual
  77. Cull Off
  78. CGPROGRAM
  79. #pragma target 3.0
  80. // GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
  81. #pragma exclude_renderers gles
  82. // -------------------------------------
  83. #pragma shader_feature _NORMALMAP
  84. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  85. #pragma shader_feature _METALLICGLOSSMAP
  86. #pragma shader_feature ___ _DETAIL_MULX2
  87. #pragma shader_feature _PARALLAXMAP
  88. #pragma multi_compile_fwdadd_fullshadows
  89. #pragma multi_compile_fog
  90. #pragma vertex vertForwardAdd
  91. #pragma fragment fragForwardAdd
  92. #include "UnityStandardCore.cginc"
  93. ENDCG
  94. }
  95. // ------------------------------------------------------------------
  96. // Shadow rendering pass
  97. Pass {
  98. Name "ShadowCaster"
  99. Tags { "LightMode" = "ShadowCaster" }
  100. ZWrite On ZTest LEqual
  101. Cull Off
  102. CGPROGRAM
  103. #pragma target 3.0
  104. // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
  105. #pragma exclude_renderers gles
  106. // -------------------------------------
  107. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  108. #pragma multi_compile_shadowcaster
  109. #pragma vertex vertShadowCaster
  110. #pragma fragment fragShadowCaster
  111. #include "UnityStandardShadow.cginc"
  112. ENDCG
  113. }
  114. // ------------------------------------------------------------------
  115. // Deferred pass
  116. Pass
  117. {
  118. Name "DEFERRED"
  119. Tags { "LightMode" = "Deferred" }
  120. Cull Off
  121. CGPROGRAM
  122. #pragma target 3.0
  123. // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
  124. #pragma exclude_renderers nomrt gles
  125. // -------------------------------------
  126. #pragma shader_feature _NORMALMAP
  127. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  128. #pragma shader_feature _EMISSION
  129. #pragma shader_feature _METALLICGLOSSMAP
  130. #pragma shader_feature ___ _DETAIL_MULX2
  131. #pragma shader_feature _PARALLAXMAP
  132. #pragma multi_compile ___ UNITY_HDR_ON
  133. #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
  134. #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
  135. #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
  136. #pragma vertex vertDeferred
  137. #pragma fragment fragDeferred
  138. #include "UnityStandardCore.cginc"
  139. ENDCG
  140. }
  141. // ------------------------------------------------------------------
  142. // Extracts information for lightmapping, GI (emission, albedo, ...)
  143. // This pass it not used during regular rendering.
  144. Pass
  145. {
  146. Name "META"
  147. Tags { "LightMode"="Meta" }
  148. Cull Off
  149. CGPROGRAM
  150. #pragma vertex vert_meta
  151. #pragma fragment frag_meta
  152. #pragma shader_feature _EMISSION
  153. #pragma shader_feature _METALLICGLOSSMAP
  154. #pragma shader_feature ___ _DETAIL_MULX2
  155. #include "UnityStandardMeta.cginc"
  156. ENDCG
  157. }
  158. }
  159. SubShader
  160. {
  161. Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
  162. LOD 150
  163. // ------------------------------------------------------------------
  164. // Base forward pass (directional light, emission, lightmaps, ...)
  165. Pass
  166. {
  167. Name "FORWARD"
  168. Tags { "LightMode" = "ForwardBase" }
  169. Blend [_SrcBlend] [_DstBlend]
  170. ZWrite [_ZWrite]
  171. CGPROGRAM
  172. #pragma target 2.0
  173. #pragma shader_feature _NORMALMAP
  174. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  175. #pragma shader_feature _EMISSION
  176. #pragma shader_feature _METALLICGLOSSMAP
  177. #pragma shader_feature ___ _DETAIL_MULX2
  178. // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
  179. #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
  180. #pragma multi_compile_fwdbase
  181. #pragma multi_compile_fog
  182. #pragma vertex vertForwardBase
  183. #pragma fragment fragForwardBase
  184. #include "UnityStandardCore.cginc"
  185. ENDCG
  186. }
  187. // ------------------------------------------------------------------
  188. // Additive forward pass (one light per pass)
  189. Pass
  190. {
  191. Name "FORWARD_DELTA"
  192. Tags { "LightMode" = "ForwardAdd" }
  193. Blend [_SrcBlend] One
  194. Fog { Color (0,0,0,0) } // in additive pass fog should be black
  195. ZWrite Off
  196. ZTest LEqual
  197. Cull Off
  198. CGPROGRAM
  199. #pragma target 2.0
  200. #pragma shader_feature _NORMALMAP
  201. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  202. #pragma shader_feature _METALLICGLOSSMAP
  203. #pragma shader_feature ___ _DETAIL_MULX2
  204. // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
  205. #pragma skip_variants SHADOWS_SOFT
  206. #pragma multi_compile_fwdadd_fullshadows
  207. #pragma multi_compile_fog
  208. #pragma vertex vertForwardAdd
  209. #pragma fragment fragForwardAdd
  210. #include "UnityStandardCore.cginc"
  211. ENDCG
  212. }
  213. // ------------------------------------------------------------------
  214. // Shadow rendering pass
  215. Pass {
  216. Name "ShadowCaster"
  217. Tags { "LightMode" = "ShadowCaster" }
  218. ZWrite On ZTest LEqual
  219. CGPROGRAM
  220. #pragma target 2.0
  221. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  222. #pragma skip_variants SHADOWS_SOFT
  223. #pragma multi_compile_shadowcaster
  224. #pragma vertex vertShadowCaster
  225. #pragma fragment fragShadowCaster
  226. #include "UnityStandardShadow.cginc"
  227. ENDCG
  228. }
  229. // ------------------------------------------------------------------
  230. // Extracts information for lightmapping, GI (emission, albedo, ...)
  231. // This pass it not used during regular rendering.
  232. Pass
  233. {
  234. Name "META"
  235. Tags { "LightMode"="Meta" }
  236. Cull Off
  237. CGPROGRAM
  238. #pragma vertex vert_meta
  239. #pragma fragment frag_meta
  240. #pragma shader_feature _EMISSION
  241. #pragma shader_feature _METALLICGLOSSMAP
  242. #pragma shader_feature ___ _DETAIL_MULX2
  243. #include "UnityStandardMeta.cginc"
  244. ENDCG
  245. }
  246. }
  247. FallBack "VertexLit"
  248. CustomEditor "StandardShaderGUI"
  249. }