UnitySpecular.shader 9.2 KB

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  1. Shader "BabylonJS/Materials/PBR Material (Specular)"
  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. _GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0
  10. [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0
  11. _SpecColor("Specular", Color) = (0.2,0.2,0.2)
  12. _SpecGlossMap("Specular", 2D) = "white" {}
  13. [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
  14. [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
  15. _BumpScale("Scale", Float) = 1.0
  16. _BumpMap("Normal Map", 2D) = "bump" {}
  17. _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
  18. _ParallaxMap ("Height Map", 2D) = "black" {}
  19. _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
  20. _OcclusionMap("Occlusion", 2D) = "white" {}
  21. _EmissionColor("Color", Color) = (0,0,0)
  22. _EmissionMap("Emission", 2D) = "white" {}
  23. _DetailMask("Detail Mask", 2D) = "white" {}
  24. _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
  25. _DetailNormalMapScale("Scale", Float) = 1.0
  26. _DetailNormalMap("Normal Map", 2D) = "bump" {}
  27. [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
  28. // Babylon Properties (Lighting & Blending)
  29. [Enum(Disable,0,Additive,1,Combine,2,Subtract,3,Multiply,4,Maximized,5,OneOne,6)] _AlphaMode ("Alpha Blending Mode", int) = 2
  30. [ToggleOff] _DisableLighting("Disable Surface Lighting", Int) = 0
  31. [ToggleOff] _UseEmissiveAsIllumination("Use Emissive Illumination", Int) = 0
  32. // Blending state
  33. [HideInInspector] _Mode ("__mode", Float) = 0.0
  34. [HideInInspector] _SrcBlend ("__src", Float) = 1.0
  35. [HideInInspector] _DstBlend ("__dst", Float) = 0.0
  36. [HideInInspector] _ZWrite ("__zw", Float) = 1.0
  37. }
  38. CGINCLUDE
  39. #define UNITY_SETUP_BRDF_INPUT SpecularSetup
  40. ENDCG
  41. SubShader
  42. {
  43. Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
  44. LOD 300
  45. // ------------------------------------------------------------------
  46. // Base forward pass (directional light, emission, lightmaps, ...)
  47. Pass
  48. {
  49. Name "FORWARD"
  50. Tags { "LightMode" = "ForwardBase" }
  51. Blend [_SrcBlend] [_DstBlend]
  52. ZWrite [_ZWrite]
  53. CGPROGRAM
  54. #pragma target 3.0
  55. // -------------------------------------
  56. #pragma shader_feature _NORMALMAP
  57. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  58. #pragma shader_feature _EMISSION
  59. #pragma shader_feature _SPECGLOSSMAP
  60. #pragma shader_feature ___ _DETAIL_MULX2
  61. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  62. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  63. #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
  64. #pragma shader_feature _PARALLAXMAP
  65. #pragma multi_compile_fwdbase
  66. #pragma multi_compile_fog
  67. #pragma vertex vertBase
  68. #pragma fragment fragBase
  69. #include "UnityStandardCoreForward.cginc"
  70. ENDCG
  71. }
  72. // ------------------------------------------------------------------
  73. // Additive forward pass (one light per pass)
  74. Pass
  75. {
  76. Name "FORWARD_DELTA"
  77. Tags { "LightMode" = "ForwardAdd" }
  78. Blend [_SrcBlend] One
  79. Fog { Color (0,0,0,0) } // in additive pass fog should be black
  80. ZWrite Off
  81. ZTest LEqual
  82. CGPROGRAM
  83. #pragma target 3.0
  84. // -------------------------------------
  85. #pragma shader_feature _NORMALMAP
  86. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  87. #pragma shader_feature _SPECGLOSSMAP
  88. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  89. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  90. #pragma shader_feature ___ _DETAIL_MULX2
  91. #pragma shader_feature _PARALLAXMAP
  92. #pragma multi_compile_fwdadd_fullshadows
  93. #pragma multi_compile_fog
  94. #pragma vertex vertAdd
  95. #pragma fragment fragAdd
  96. #include "UnityStandardCoreForward.cginc"
  97. ENDCG
  98. }
  99. // ------------------------------------------------------------------
  100. // Shadow rendering pass
  101. Pass {
  102. Name "ShadowCaster"
  103. Tags { "LightMode" = "ShadowCaster" }
  104. ZWrite On ZTest LEqual
  105. CGPROGRAM
  106. #pragma target 3.0
  107. // -------------------------------------
  108. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  109. #pragma shader_feature _SPECGLOSSMAP
  110. #pragma shader_feature _PARALLAXMAP
  111. #pragma multi_compile_shadowcaster
  112. #pragma vertex vertShadowCaster
  113. #pragma fragment fragShadowCaster
  114. #include "UnityStandardShadow.cginc"
  115. ENDCG
  116. }
  117. // ------------------------------------------------------------------
  118. // Deferred pass
  119. Pass
  120. {
  121. Name "DEFERRED"
  122. Tags { "LightMode" = "Deferred" }
  123. CGPROGRAM
  124. #pragma target 3.0
  125. #pragma exclude_renderers nomrt
  126. // -------------------------------------
  127. #pragma shader_feature _NORMALMAP
  128. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  129. #pragma shader_feature _EMISSION
  130. #pragma shader_feature _SPECGLOSSMAP
  131. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  132. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  133. #pragma shader_feature ___ _DETAIL_MULX2
  134. #pragma shader_feature _PARALLAXMAP
  135. #pragma multi_compile ___ UNITY_HDR_ON
  136. #pragma multi_compile ___ LIGHTMAP_ON
  137. #pragma multi_compile ___ DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
  138. #pragma multi_compile ___ DYNAMICLIGHTMAP_ON
  139. #pragma vertex vertDeferred
  140. #pragma fragment fragDeferred
  141. #include "UnityStandardCore.cginc"
  142. ENDCG
  143. }
  144. // ------------------------------------------------------------------
  145. // Extracts information for lightmapping, GI (emission, albedo, ...)
  146. // This pass it not used during regular rendering.
  147. Pass
  148. {
  149. Name "META"
  150. Tags { "LightMode"="Meta" }
  151. Cull Off
  152. CGPROGRAM
  153. #pragma vertex vert_meta
  154. #pragma fragment frag_meta
  155. #pragma shader_feature _EMISSION
  156. #pragma shader_feature _SPECGLOSSMAP
  157. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  158. #pragma shader_feature ___ _DETAIL_MULX2
  159. #include "UnityStandardMeta.cginc"
  160. ENDCG
  161. }
  162. }
  163. SubShader
  164. {
  165. Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
  166. LOD 150
  167. // ------------------------------------------------------------------
  168. // Base forward pass (directional light, emission, lightmaps, ...)
  169. Pass
  170. {
  171. Name "FORWARD"
  172. Tags { "LightMode" = "ForwardBase" }
  173. Blend [_SrcBlend] [_DstBlend]
  174. ZWrite [_ZWrite]
  175. CGPROGRAM
  176. #pragma target 2.0
  177. #pragma shader_feature _NORMALMAP
  178. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  179. #pragma shader_feature _EMISSION
  180. #pragma shader_feature _SPECGLOSSMAP
  181. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  182. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  183. #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
  184. #pragma shader_feature ___ _DETAIL_MULX2
  185. // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
  186. #pragma skip_variants SHADOWS_SOFT DYNAMICLIGHTMAP_ON DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
  187. #pragma multi_compile_fwdbase
  188. #pragma multi_compile_fog
  189. #pragma vertex vertBase
  190. #pragma fragment fragBase
  191. #include "UnityStandardCoreForward.cginc"
  192. ENDCG
  193. }
  194. // ------------------------------------------------------------------
  195. // Additive forward pass (one light per pass)
  196. Pass
  197. {
  198. Name "FORWARD_DELTA"
  199. Tags { "LightMode" = "ForwardAdd" }
  200. Blend [_SrcBlend] One
  201. Fog { Color (0,0,0,0) } // in additive pass fog should be black
  202. ZWrite Off
  203. ZTest LEqual
  204. CGPROGRAM
  205. #pragma target 2.0
  206. #pragma shader_feature _NORMALMAP
  207. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  208. #pragma shader_feature _SPECGLOSSMAP
  209. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  210. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  211. #pragma shader_feature ___ _DETAIL_MULX2
  212. // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
  213. #pragma skip_variants SHADOWS_SOFT
  214. #pragma multi_compile_fwdadd_fullshadows
  215. #pragma multi_compile_fog
  216. #pragma vertex vertAdd
  217. #pragma fragment fragAdd
  218. #include "UnityStandardCoreForward.cginc"
  219. ENDCG
  220. }
  221. // ------------------------------------------------------------------
  222. // Shadow rendering pass
  223. Pass {
  224. Name "ShadowCaster"
  225. Tags { "LightMode" = "ShadowCaster" }
  226. ZWrite On ZTest LEqual
  227. CGPROGRAM
  228. #pragma target 2.0
  229. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  230. #pragma shader_feature _SPECGLOSSMAP
  231. #pragma skip_variants SHADOWS_SOFT
  232. #pragma multi_compile_shadowcaster
  233. #pragma vertex vertShadowCaster
  234. #pragma fragment fragShadowCaster
  235. #include "UnityStandardShadow.cginc"
  236. ENDCG
  237. }
  238. // ------------------------------------------------------------------
  239. // Extracts information for lightmapping, GI (emission, albedo, ...)
  240. // This pass it not used during regular rendering.
  241. Pass
  242. {
  243. Name "META"
  244. Tags { "LightMode"="Meta" }
  245. Cull Off
  246. CGPROGRAM
  247. #pragma vertex vert_meta
  248. #pragma fragment frag_meta
  249. #pragma shader_feature _EMISSION
  250. #pragma shader_feature _SPECGLOSSMAP
  251. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  252. #pragma shader_feature ___ _DETAIL_MULX2
  253. #include "UnityStandardMeta.cginc"
  254. ENDCG
  255. }
  256. }
  257. FallBack "VertexLit"
  258. CustomEditor "BabylonShaderInterface"
  259. }