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] _BackFaceCulling("Back Face Culling", Int) = 1
  31. [ToggleOff] _DisableLighting("Disable Surface Lighting", Int) = 0
  32. [ToggleOff] _UseEmissiveAsIllumination("Use Emissive Illumination", Int) = 0
  33. // Blending state
  34. [HideInInspector] _Mode ("__mode", Float) = 0.0
  35. [HideInInspector] _SrcBlend ("__src", Float) = 1.0
  36. [HideInInspector] _DstBlend ("__dst", Float) = 0.0
  37. [HideInInspector] _ZWrite ("__zw", Float) = 1.0
  38. }
  39. CGINCLUDE
  40. #define UNITY_SETUP_BRDF_INPUT SpecularSetup
  41. ENDCG
  42. SubShader
  43. {
  44. Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
  45. LOD 300
  46. // ------------------------------------------------------------------
  47. // Base forward pass (directional light, emission, lightmaps, ...)
  48. Pass
  49. {
  50. Name "FORWARD"
  51. Tags { "LightMode" = "ForwardBase" }
  52. Blend [_SrcBlend] [_DstBlend]
  53. ZWrite [_ZWrite]
  54. CGPROGRAM
  55. #pragma target 3.0
  56. // -------------------------------------
  57. #pragma shader_feature _NORMALMAP
  58. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  59. #pragma shader_feature _EMISSION
  60. #pragma shader_feature _SPECGLOSSMAP
  61. #pragma shader_feature ___ _DETAIL_MULX2
  62. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  63. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  64. #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
  65. #pragma shader_feature _PARALLAXMAP
  66. #pragma multi_compile_fwdbase
  67. #pragma multi_compile_fog
  68. #pragma vertex vertBase
  69. #pragma fragment fragBase
  70. #include "UnityStandardCoreForward.cginc"
  71. ENDCG
  72. }
  73. // ------------------------------------------------------------------
  74. // Additive forward pass (one light per pass)
  75. Pass
  76. {
  77. Name "FORWARD_DELTA"
  78. Tags { "LightMode" = "ForwardAdd" }
  79. Blend [_SrcBlend] One
  80. Fog { Color (0,0,0,0) } // in additive pass fog should be black
  81. ZWrite Off
  82. ZTest LEqual
  83. CGPROGRAM
  84. #pragma target 3.0
  85. // -------------------------------------
  86. #pragma shader_feature _NORMALMAP
  87. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  88. #pragma shader_feature _SPECGLOSSMAP
  89. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  90. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  91. #pragma shader_feature ___ _DETAIL_MULX2
  92. #pragma shader_feature _PARALLAXMAP
  93. #pragma multi_compile_fwdadd_fullshadows
  94. #pragma multi_compile_fog
  95. #pragma vertex vertAdd
  96. #pragma fragment fragAdd
  97. #include "UnityStandardCoreForward.cginc"
  98. ENDCG
  99. }
  100. // ------------------------------------------------------------------
  101. // Shadow rendering pass
  102. Pass {
  103. Name "ShadowCaster"
  104. Tags { "LightMode" = "ShadowCaster" }
  105. ZWrite On ZTest LEqual
  106. CGPROGRAM
  107. #pragma target 3.0
  108. // -------------------------------------
  109. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  110. #pragma shader_feature _SPECGLOSSMAP
  111. #pragma shader_feature _PARALLAXMAP
  112. #pragma multi_compile_shadowcaster
  113. #pragma vertex vertShadowCaster
  114. #pragma fragment fragShadowCaster
  115. #include "UnityStandardShadow.cginc"
  116. ENDCG
  117. }
  118. // ------------------------------------------------------------------
  119. // Deferred pass
  120. Pass
  121. {
  122. Name "DEFERRED"
  123. Tags { "LightMode" = "Deferred" }
  124. CGPROGRAM
  125. #pragma target 3.0
  126. #pragma exclude_renderers nomrt
  127. // -------------------------------------
  128. #pragma shader_feature _NORMALMAP
  129. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  130. #pragma shader_feature _EMISSION
  131. #pragma shader_feature _SPECGLOSSMAP
  132. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  133. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  134. #pragma shader_feature ___ _DETAIL_MULX2
  135. #pragma shader_feature _PARALLAXMAP
  136. #pragma multi_compile ___ UNITY_HDR_ON
  137. #pragma multi_compile ___ LIGHTMAP_ON
  138. #pragma multi_compile ___ DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
  139. #pragma multi_compile ___ DYNAMICLIGHTMAP_ON
  140. #pragma vertex vertDeferred
  141. #pragma fragment fragDeferred
  142. #include "UnityStandardCore.cginc"
  143. ENDCG
  144. }
  145. // ------------------------------------------------------------------
  146. // Extracts information for lightmapping, GI (emission, albedo, ...)
  147. // This pass it not used during regular rendering.
  148. Pass
  149. {
  150. Name "META"
  151. Tags { "LightMode"="Meta" }
  152. Cull Off
  153. CGPROGRAM
  154. #pragma vertex vert_meta
  155. #pragma fragment frag_meta
  156. #pragma shader_feature _EMISSION
  157. #pragma shader_feature _SPECGLOSSMAP
  158. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  159. #pragma shader_feature ___ _DETAIL_MULX2
  160. #include "UnityStandardMeta.cginc"
  161. ENDCG
  162. }
  163. }
  164. SubShader
  165. {
  166. Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
  167. LOD 150
  168. // ------------------------------------------------------------------
  169. // Base forward pass (directional light, emission, lightmaps, ...)
  170. Pass
  171. {
  172. Name "FORWARD"
  173. Tags { "LightMode" = "ForwardBase" }
  174. Blend [_SrcBlend] [_DstBlend]
  175. ZWrite [_ZWrite]
  176. CGPROGRAM
  177. #pragma target 2.0
  178. #pragma shader_feature _NORMALMAP
  179. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  180. #pragma shader_feature _EMISSION
  181. #pragma shader_feature _SPECGLOSSMAP
  182. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  183. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  184. #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
  185. #pragma shader_feature ___ _DETAIL_MULX2
  186. // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
  187. #pragma skip_variants SHADOWS_SOFT DYNAMICLIGHTMAP_ON DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
  188. #pragma multi_compile_fwdbase
  189. #pragma multi_compile_fog
  190. #pragma vertex vertBase
  191. #pragma fragment fragBase
  192. #include "UnityStandardCoreForward.cginc"
  193. ENDCG
  194. }
  195. // ------------------------------------------------------------------
  196. // Additive forward pass (one light per pass)
  197. Pass
  198. {
  199. Name "FORWARD_DELTA"
  200. Tags { "LightMode" = "ForwardAdd" }
  201. Blend [_SrcBlend] One
  202. Fog { Color (0,0,0,0) } // in additive pass fog should be black
  203. ZWrite Off
  204. ZTest LEqual
  205. CGPROGRAM
  206. #pragma target 2.0
  207. #pragma shader_feature _NORMALMAP
  208. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  209. #pragma shader_feature _SPECGLOSSMAP
  210. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  211. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  212. #pragma shader_feature ___ _DETAIL_MULX2
  213. // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
  214. #pragma skip_variants SHADOWS_SOFT
  215. #pragma multi_compile_fwdadd_fullshadows
  216. #pragma multi_compile_fog
  217. #pragma vertex vertAdd
  218. #pragma fragment fragAdd
  219. #include "UnityStandardCoreForward.cginc"
  220. ENDCG
  221. }
  222. // ------------------------------------------------------------------
  223. // Shadow rendering pass
  224. Pass {
  225. Name "ShadowCaster"
  226. Tags { "LightMode" = "ShadowCaster" }
  227. ZWrite On ZTest LEqual
  228. CGPROGRAM
  229. #pragma target 2.0
  230. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  231. #pragma shader_feature _SPECGLOSSMAP
  232. #pragma skip_variants SHADOWS_SOFT
  233. #pragma multi_compile_shadowcaster
  234. #pragma vertex vertShadowCaster
  235. #pragma fragment fragShadowCaster
  236. #include "UnityStandardShadow.cginc"
  237. ENDCG
  238. }
  239. // ------------------------------------------------------------------
  240. // Extracts information for lightmapping, GI (emission, albedo, ...)
  241. // This pass it not used during regular rendering.
  242. Pass
  243. {
  244. Name "META"
  245. Tags { "LightMode"="Meta" }
  246. Cull Off
  247. CGPROGRAM
  248. #pragma vertex vert_meta
  249. #pragma fragment frag_meta
  250. #pragma shader_feature _EMISSION
  251. #pragma shader_feature _SPECGLOSSMAP
  252. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  253. #pragma shader_feature ___ _DETAIL_MULX2
  254. #include "UnityStandardMeta.cginc"
  255. ENDCG
  256. }
  257. }
  258. FallBack "VertexLit"
  259. CustomEditor "BabylonShaderInterface"
  260. }