UnityStandard.shader 9.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345
  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] _DisableLighting("Disable Surface Lighting", Int) = 0
  35. [ToggleOff] _UseEmissiveAsIllumination("Use Emissive Illumination", Int) = 0
  36. // Blending state
  37. [HideInInspector] _Mode ("__mode", Float) = 0.0
  38. [HideInInspector] _SrcBlend ("__src", Float) = 1.0
  39. [HideInInspector] _DstBlend ("__dst", Float) = 0.0
  40. [HideInInspector] _ZWrite ("__zw", Float) = 1.0
  41. }
  42. CGINCLUDE
  43. #define UNITY_SETUP_BRDF_INPUT MetallicSetup
  44. ENDCG
  45. SubShader
  46. {
  47. Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
  48. LOD 300
  49. // ------------------------------------------------------------------
  50. // Base forward pass (directional light, emission, lightmaps, ...)
  51. Pass
  52. {
  53. Name "FORWARD"
  54. Tags { "LightMode" = "ForwardBase" }
  55. Blend [_SrcBlend] [_DstBlend]
  56. ZWrite [_ZWrite]
  57. CGPROGRAM
  58. #pragma target 3.0
  59. // -------------------------------------
  60. #pragma shader_feature _NORMALMAP
  61. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  62. #pragma shader_feature _EMISSION
  63. #pragma shader_feature _METALLICGLOSSMAP
  64. #pragma shader_feature ___ _DETAIL_MULX2
  65. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  66. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  67. #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
  68. #pragma shader_feature _PARALLAXMAP
  69. #pragma multi_compile_fwdbase
  70. #pragma multi_compile_fog
  71. #pragma vertex vertBase
  72. #pragma fragment fragBase
  73. #include "UnityStandardCoreForward.cginc"
  74. ENDCG
  75. }
  76. // ------------------------------------------------------------------
  77. // Additive forward pass (one light per pass)
  78. Pass
  79. {
  80. Name "FORWARD_DELTA"
  81. Tags { "LightMode" = "ForwardAdd" }
  82. Blend [_SrcBlend] One
  83. Fog { Color (0,0,0,0) } // in additive pass fog should be black
  84. ZWrite Off
  85. ZTest LEqual
  86. CGPROGRAM
  87. #pragma target 3.0
  88. // -------------------------------------
  89. #pragma shader_feature _NORMALMAP
  90. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  91. #pragma shader_feature _METALLICGLOSSMAP
  92. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  93. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  94. #pragma shader_feature ___ _DETAIL_MULX2
  95. #pragma shader_feature _PARALLAXMAP
  96. #pragma multi_compile_fwdadd_fullshadows
  97. #pragma multi_compile_fog
  98. #pragma vertex vertAdd
  99. #pragma fragment fragAdd
  100. #include "UnityStandardCoreForward.cginc"
  101. ENDCG
  102. }
  103. // ------------------------------------------------------------------
  104. // Shadow rendering pass
  105. Pass {
  106. Name "ShadowCaster"
  107. Tags { "LightMode" = "ShadowCaster" }
  108. ZWrite On ZTest LEqual
  109. CGPROGRAM
  110. #pragma target 3.0
  111. // -------------------------------------
  112. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  113. #pragma shader_feature _METALLICGLOSSMAP
  114. #pragma shader_feature _PARALLAXMAP
  115. #pragma multi_compile_shadowcaster
  116. #pragma vertex vertShadowCaster
  117. #pragma fragment fragShadowCaster
  118. #include "UnityStandardShadow.cginc"
  119. ENDCG
  120. }
  121. // ------------------------------------------------------------------
  122. // Deferred pass
  123. Pass
  124. {
  125. Name "DEFERRED"
  126. Tags { "LightMode" = "Deferred" }
  127. CGPROGRAM
  128. #pragma target 3.0
  129. #pragma exclude_renderers nomrt
  130. // -------------------------------------
  131. #pragma shader_feature _NORMALMAP
  132. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  133. #pragma shader_feature _EMISSION
  134. #pragma shader_feature _METALLICGLOSSMAP
  135. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  136. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  137. #pragma shader_feature ___ _DETAIL_MULX2
  138. #pragma shader_feature _PARALLAXMAP
  139. #pragma multi_compile ___ UNITY_HDR_ON
  140. #pragma multi_compile ___ LIGHTMAP_ON
  141. #pragma multi_compile ___ DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
  142. #pragma multi_compile ___ DYNAMICLIGHTMAP_ON
  143. #pragma vertex vertDeferred
  144. #pragma fragment fragDeferred
  145. #include "UnityStandardCore.cginc"
  146. ENDCG
  147. }
  148. // ------------------------------------------------------------------
  149. // Extracts information for lightmapping, GI (emission, albedo, ...)
  150. // This pass it not used during regular rendering.
  151. Pass
  152. {
  153. Name "META"
  154. Tags { "LightMode"="Meta" }
  155. Cull Off
  156. CGPROGRAM
  157. #pragma vertex vert_meta
  158. #pragma fragment frag_meta
  159. #pragma shader_feature _EMISSION
  160. #pragma shader_feature _METALLICGLOSSMAP
  161. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  162. #pragma shader_feature ___ _DETAIL_MULX2
  163. #include "UnityStandardMeta.cginc"
  164. ENDCG
  165. }
  166. }
  167. SubShader
  168. {
  169. Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
  170. LOD 150
  171. // ------------------------------------------------------------------
  172. // Base forward pass (directional light, emission, lightmaps, ...)
  173. Pass
  174. {
  175. Name "FORWARD"
  176. Tags { "LightMode" = "ForwardBase" }
  177. Blend [_SrcBlend] [_DstBlend]
  178. ZWrite [_ZWrite]
  179. CGPROGRAM
  180. #pragma target 2.0
  181. #pragma shader_feature _NORMALMAP
  182. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  183. #pragma shader_feature _EMISSION
  184. #pragma shader_feature _METALLICGLOSSMAP
  185. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  186. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  187. #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
  188. // SM2.0: NOT SUPPORTED shader_feature ___ _DETAIL_MULX2
  189. // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
  190. #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
  191. #pragma multi_compile_fwdbase
  192. #pragma multi_compile_fog
  193. #pragma vertex vertBase
  194. #pragma fragment fragBase
  195. #include "UnityStandardCoreForward.cginc"
  196. ENDCG
  197. }
  198. // ------------------------------------------------------------------
  199. // Additive forward pass (one light per pass)
  200. Pass
  201. {
  202. Name "FORWARD_DELTA"
  203. Tags { "LightMode" = "ForwardAdd" }
  204. Blend [_SrcBlend] One
  205. Fog { Color (0,0,0,0) } // in additive pass fog should be black
  206. ZWrite Off
  207. ZTest LEqual
  208. CGPROGRAM
  209. #pragma target 2.0
  210. #pragma shader_feature _NORMALMAP
  211. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  212. #pragma shader_feature _METALLICGLOSSMAP
  213. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  214. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  215. #pragma shader_feature ___ _DETAIL_MULX2
  216. // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
  217. #pragma skip_variants SHADOWS_SOFT
  218. #pragma multi_compile_fwdadd_fullshadows
  219. #pragma multi_compile_fog
  220. #pragma vertex vertAdd
  221. #pragma fragment fragAdd
  222. #include "UnityStandardCoreForward.cginc"
  223. ENDCG
  224. }
  225. // ------------------------------------------------------------------
  226. // Shadow rendering pass
  227. Pass {
  228. Name "ShadowCaster"
  229. Tags { "LightMode" = "ShadowCaster" }
  230. ZWrite On ZTest LEqual
  231. CGPROGRAM
  232. #pragma target 2.0
  233. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  234. #pragma shader_feature _METALLICGLOSSMAP
  235. #pragma skip_variants SHADOWS_SOFT
  236. #pragma multi_compile_shadowcaster
  237. #pragma vertex vertShadowCaster
  238. #pragma fragment fragShadowCaster
  239. #include "UnityStandardShadow.cginc"
  240. ENDCG
  241. }
  242. // ------------------------------------------------------------------
  243. // Extracts information for lightmapping, GI (emission, albedo, ...)
  244. // This pass it not used during regular rendering.
  245. Pass
  246. {
  247. Name "META"
  248. Tags { "LightMode"="Meta" }
  249. Cull Off
  250. CGPROGRAM
  251. #pragma vertex vert_meta
  252. #pragma fragment frag_meta
  253. #pragma shader_feature _EMISSION
  254. #pragma shader_feature _METALLICGLOSSMAP
  255. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  256. #pragma shader_feature ___ _DETAIL_MULX2
  257. #include "UnityStandardMeta.cginc"
  258. ENDCG
  259. }
  260. }
  261. Dependency "BabylonMaterial" = "Hidden/Babylon/Material"
  262. FallBack "VertexLit"
  263. CustomEditor "BabylonShaderInterface"
  264. }