UnityStandard.shader 9.6 KB

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  1. Shader "BabylonJS/Materials/PBR Material"
  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. // Babylon Properties (Roughness)
  9. _Roughness("Roughness", Range(0.0, 10.0)) = 1.0
  10. [ToggleOff] _UseRoughnessFromMetallicTextureAlpha("From Alpha", Int) = 0
  11. [ToggleOff] _UseRoughnessFromMetallicTextureGreen("From Green", Int) = 0
  12. _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
  13. _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
  14. [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0
  15. [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
  16. _MetallicGlossMap("Metallic", 2D) = "white" {}
  17. [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
  18. [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
  19. _BumpScale("Scale", Float) = 1.0
  20. _BumpMap("Normal Map", 2D) = "bump" {}
  21. _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
  22. _ParallaxMap ("Height Map", 2D) = "black" {}
  23. _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
  24. _OcclusionMap("Occlusion", 2D) = "white" {}
  25. _EmissionColor("Color", Color) = (0,0,0)
  26. _EmissionMap("Emission", 2D) = "white" {}
  27. _DetailMask("Detail Mask", 2D) = "white" {}
  28. _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
  29. _DetailNormalMapScale("Scale", Float) = 1.0
  30. _DetailNormalMap("Normal Map", 2D) = "bump" {}
  31. [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
  32. // Babylon Properties (Lighting & Blending)
  33. [Enum(Disable,0,Additive,1,Combine,2,Subtract,3,Multiply,4,Maximized,5,OneOne,6)] _AlphaMode ("Alpha Blending Mode", int) = 2
  34. [ToggleOff] _BackFaceCulling("Back Face Culling", Int) = 1
  35. [ToggleOff] _DisableLighting("Disable Surface Lighting", Int) = 0
  36. [ToggleOff] _UseEmissiveAsIllumination("Use Emissive Illumination", Int) = 0
  37. // Blending state
  38. [HideInInspector] _Mode ("__mode", Float) = 0.0
  39. [HideInInspector] _SrcBlend ("__src", Float) = 1.0
  40. [HideInInspector] _DstBlend ("__dst", Float) = 0.0
  41. [HideInInspector] _ZWrite ("__zw", Float) = 1.0
  42. }
  43. CGINCLUDE
  44. #define UNITY_SETUP_BRDF_INPUT MetallicSetup
  45. ENDCG
  46. SubShader
  47. {
  48. Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
  49. LOD 300
  50. // ------------------------------------------------------------------
  51. // Base forward pass (directional light, emission, lightmaps, ...)
  52. Pass
  53. {
  54. Name "FORWARD"
  55. Tags { "LightMode" = "ForwardBase" }
  56. Blend [_SrcBlend] [_DstBlend]
  57. ZWrite [_ZWrite]
  58. CGPROGRAM
  59. #pragma target 3.0
  60. // -------------------------------------
  61. #pragma shader_feature _NORMALMAP
  62. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  63. #pragma shader_feature _EMISSION
  64. #pragma shader_feature _METALLICGLOSSMAP
  65. #pragma shader_feature ___ _DETAIL_MULX2
  66. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  67. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  68. #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
  69. #pragma shader_feature _PARALLAXMAP
  70. #pragma multi_compile_fwdbase
  71. #pragma multi_compile_fog
  72. #pragma vertex vertBase
  73. #pragma fragment fragBase
  74. #include "UnityStandardCoreForward.cginc"
  75. ENDCG
  76. }
  77. // ------------------------------------------------------------------
  78. // Additive forward pass (one light per pass)
  79. Pass
  80. {
  81. Name "FORWARD_DELTA"
  82. Tags { "LightMode" = "ForwardAdd" }
  83. Blend [_SrcBlend] One
  84. Fog { Color (0,0,0,0) } // in additive pass fog should be black
  85. ZWrite Off
  86. ZTest LEqual
  87. CGPROGRAM
  88. #pragma target 3.0
  89. // -------------------------------------
  90. #pragma shader_feature _NORMALMAP
  91. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  92. #pragma shader_feature _METALLICGLOSSMAP
  93. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  94. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  95. #pragma shader_feature ___ _DETAIL_MULX2
  96. #pragma shader_feature _PARALLAXMAP
  97. #pragma multi_compile_fwdadd_fullshadows
  98. #pragma multi_compile_fog
  99. #pragma vertex vertAdd
  100. #pragma fragment fragAdd
  101. #include "UnityStandardCoreForward.cginc"
  102. ENDCG
  103. }
  104. // ------------------------------------------------------------------
  105. // Shadow rendering pass
  106. Pass {
  107. Name "ShadowCaster"
  108. Tags { "LightMode" = "ShadowCaster" }
  109. ZWrite On ZTest LEqual
  110. CGPROGRAM
  111. #pragma target 3.0
  112. // -------------------------------------
  113. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  114. #pragma shader_feature _METALLICGLOSSMAP
  115. #pragma shader_feature _PARALLAXMAP
  116. #pragma multi_compile_shadowcaster
  117. #pragma vertex vertShadowCaster
  118. #pragma fragment fragShadowCaster
  119. #include "UnityStandardShadow.cginc"
  120. ENDCG
  121. }
  122. // ------------------------------------------------------------------
  123. // Deferred pass
  124. Pass
  125. {
  126. Name "DEFERRED"
  127. Tags { "LightMode" = "Deferred" }
  128. CGPROGRAM
  129. #pragma target 3.0
  130. #pragma exclude_renderers nomrt
  131. // -------------------------------------
  132. #pragma shader_feature _NORMALMAP
  133. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  134. #pragma shader_feature _EMISSION
  135. #pragma shader_feature _METALLICGLOSSMAP
  136. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  137. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  138. #pragma shader_feature ___ _DETAIL_MULX2
  139. #pragma shader_feature _PARALLAXMAP
  140. #pragma multi_compile ___ UNITY_HDR_ON
  141. #pragma multi_compile ___ LIGHTMAP_ON
  142. #pragma multi_compile ___ DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
  143. #pragma multi_compile ___ DYNAMICLIGHTMAP_ON
  144. #pragma vertex vertDeferred
  145. #pragma fragment fragDeferred
  146. #include "UnityStandardCore.cginc"
  147. ENDCG
  148. }
  149. // ------------------------------------------------------------------
  150. // Extracts information for lightmapping, GI (emission, albedo, ...)
  151. // This pass it not used during regular rendering.
  152. Pass
  153. {
  154. Name "META"
  155. Tags { "LightMode"="Meta" }
  156. Cull Off
  157. CGPROGRAM
  158. #pragma vertex vert_meta
  159. #pragma fragment frag_meta
  160. #pragma shader_feature _EMISSION
  161. #pragma shader_feature _METALLICGLOSSMAP
  162. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  163. #pragma shader_feature ___ _DETAIL_MULX2
  164. #include "UnityStandardMeta.cginc"
  165. ENDCG
  166. }
  167. }
  168. SubShader
  169. {
  170. Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
  171. LOD 150
  172. // ------------------------------------------------------------------
  173. // Base forward pass (directional light, emission, lightmaps, ...)
  174. Pass
  175. {
  176. Name "FORWARD"
  177. Tags { "LightMode" = "ForwardBase" }
  178. Blend [_SrcBlend] [_DstBlend]
  179. ZWrite [_ZWrite]
  180. CGPROGRAM
  181. #pragma target 2.0
  182. #pragma shader_feature _NORMALMAP
  183. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  184. #pragma shader_feature _EMISSION
  185. #pragma shader_feature _METALLICGLOSSMAP
  186. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  187. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  188. #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
  189. // SM2.0: NOT SUPPORTED shader_feature ___ _DETAIL_MULX2
  190. // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
  191. #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
  192. #pragma multi_compile_fwdbase
  193. #pragma multi_compile_fog
  194. #pragma vertex vertBase
  195. #pragma fragment fragBase
  196. #include "UnityStandardCoreForward.cginc"
  197. ENDCG
  198. }
  199. // ------------------------------------------------------------------
  200. // Additive forward pass (one light per pass)
  201. Pass
  202. {
  203. Name "FORWARD_DELTA"
  204. Tags { "LightMode" = "ForwardAdd" }
  205. Blend [_SrcBlend] One
  206. Fog { Color (0,0,0,0) } // in additive pass fog should be black
  207. ZWrite Off
  208. ZTest LEqual
  209. CGPROGRAM
  210. #pragma target 2.0
  211. #pragma shader_feature _NORMALMAP
  212. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  213. #pragma shader_feature _METALLICGLOSSMAP
  214. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  215. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  216. #pragma shader_feature ___ _DETAIL_MULX2
  217. // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
  218. #pragma skip_variants SHADOWS_SOFT
  219. #pragma multi_compile_fwdadd_fullshadows
  220. #pragma multi_compile_fog
  221. #pragma vertex vertAdd
  222. #pragma fragment fragAdd
  223. #include "UnityStandardCoreForward.cginc"
  224. ENDCG
  225. }
  226. // ------------------------------------------------------------------
  227. // Shadow rendering pass
  228. Pass {
  229. Name "ShadowCaster"
  230. Tags { "LightMode" = "ShadowCaster" }
  231. ZWrite On ZTest LEqual
  232. CGPROGRAM
  233. #pragma target 2.0
  234. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  235. #pragma shader_feature _METALLICGLOSSMAP
  236. #pragma skip_variants SHADOWS_SOFT
  237. #pragma multi_compile_shadowcaster
  238. #pragma vertex vertShadowCaster
  239. #pragma fragment fragShadowCaster
  240. #include "UnityStandardShadow.cginc"
  241. ENDCG
  242. }
  243. // ------------------------------------------------------------------
  244. // Extracts information for lightmapping, GI (emission, albedo, ...)
  245. // This pass it not used during regular rendering.
  246. Pass
  247. {
  248. Name "META"
  249. Tags { "LightMode"="Meta" }
  250. Cull Off
  251. CGPROGRAM
  252. #pragma vertex vert_meta
  253. #pragma fragment frag_meta
  254. #pragma shader_feature _EMISSION
  255. #pragma shader_feature _METALLICGLOSSMAP
  256. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  257. #pragma shader_feature ___ _DETAIL_MULX2
  258. #include "UnityStandardMeta.cginc"
  259. ENDCG
  260. }
  261. }
  262. Dependency "BabylonMaterial" = "Hidden/Babylon/Material"
  263. FallBack "VertexLit"
  264. CustomEditor "BabylonShaderInterface"
  265. }