Firstborn/Assets/Daz3D/Shaders/Built-In IrayUberSkin.shader

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// Based on Unity built-in "Standard" shader.
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Daz3D/Built-In IrayUberSkin"
{
Properties
{
// _Color("Color", Color) = (1,1,1,1)
_Diffuse("Diffuse Color", Color) = (1,1,1,1)
// _MainTex("Albedo", 2D) = "white" {}
_DiffuseMap("Diffuse Map", 2D) = "white" {}
// _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_AlphaClipThreshold("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
// _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
// _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
// [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
_Roughness("Roughness", Range(0.0, 1.0)) = 0.5
_RoughnessMap("Roughness Map", 2D) = "white" {}
// [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
[Gamma] _Metallic("Metallic Weight", Range(0.0, 1.0)) = 0.0
// _METALLICMAP("Metallic", 2D) = "white" {}
_MetallicMap("Metallic Map", 2D) = "white" {}
_SpecularColor("Specular Color", Color) = (0.5,0.5,0.5,1)
_SpecularColorMap("Specular Color Map", 2D) = "grey" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0
// _BumpScale("Scale", Float) = 1.0
_Normal("Normal Strength", Range(0.0, 2.0)) = 1.0
// [Normal] _BumpMap("Normal Map", 2D) = "bump" {}
[Normal] _NormalMap("Normal Map", 2D) = "bump" {}
// _Parallax("Height Scale", Range(0.005, 0.08)) = 0.02
_Height("Height", Range(0.005, 0.08)) = 0.02
// _ParallaxMap("Height Map", 2D) = "black" {}
_HeightMap("Height Map", 2D) = "black" {}
_OcclusionStrength("Occlusion Strength", Range(0.0, 1.0)) = 1.0
// _OcclusionMap("Occlusion", 2D) = "white" {}
_OcclusionMap("Occlusion Map", 2D) = "white" {}
// _EmissionColor("Color", Color) = (0,0,0)
_Emission("Emission Color", Color) = (0,0,0)
// _EmissionMap("Emission", 2D) = "white" {}
_EmissionMap("Emission Map", 2D) = "white" {}
_Alpha("Cutout Opacity", Float) = 1.0
_AlphaMap("Cutout Opacity Map", 2D) = "white" {}
// _DetailMask("Detail Mask", 2D) = "white" {}
// _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
// _DetailNormalMapScale("Scale", Float) = 1.0
// [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
// [Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0
// Blending state
// _Mode("__mode", Float) = 0.0
// _SrcBlend("__src", Float) = 1.0
// _DstBlend("__dst", Float) = 0.0
// _ZWrite("__zw", Float) = 1.0
// [Enum(Opaque, 0, Cutout, 1, Fade, 2, Transparent, 3)]
// _Mode("BlendMode", Float) = 0.0
// [Enum(One, (int)UnityEngine.Rendering.BlendMode.One, SrcAlpha, (int)UnityEngine.Rendering.BlendMode.SrcAlpha)]
_SrcBlend("SrcBlend", Float) = 1.0
// [Enum(Zero, (int)UnityEngine.Rendering.BlendMode.Zero, OneMinusSrcAlpha, (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha)]
_DstBlend("DstBlend", Float) = 0.0
[ToggleOff]
_ZWrite("Zwrite", Float) = 1.0
}
CGINCLUDE
#define _SPECULARCOLORMAP 1
#define _NORMALMAP 1
//#define _PARALLAXMAP 1
#define _ALPHAMAP 1
//#define UNITY_SETUP_BRDF_INPUT MetallicSetup
#define UNITY_SETUP_BRDF_INPUT SpecularSetup
ENDCG
SubShader
{
Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" }
LOD 300
Cull off
// ------------------------------------------------------------------
// Base forward pass (directional light, emission, lightmaps, ...)
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
CGPROGRAM
#pragma target 3.0
// -------------------------------------
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature_local _METALLICMAP
#pragma shader_feature_local _DETAIL_MULX2
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local _GLOSSYREFLECTIONS_OFF
#pragma shader_feature_local _PARALLAXMAP
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
//#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma vertex vertBase
#pragma fragment fragBase
#include "CGInc/DazStandardCoreForward.cginc"
ENDCG
}
// ------------------------------------------------------------------
// Additive forward pass (one light per pass)
Pass
{
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend[_SrcBlend] One
Fog { Color(0,0,0,0) } // in additive pass fog should be black
ZWrite Off
ZTest LEqual
CGPROGRAM
#pragma target 3.0
// -------------------------------------
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local _METALLICMAP
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local _DETAIL_MULX2
#pragma shader_feature_local _PARALLAXMAP
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
//#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma vertex vertAdd
#pragma fragment fragAdd
#include "CGInc/DazStandardCoreForward.cginc"
ENDCG
}
// ------------------------------------------------------------------
// Shadow rendering pass
Pass {
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual
CGPROGRAM
#pragma target 3.0
// -------------------------------------
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local _METALLICMAP
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local _PARALLAXMAP
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
//#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster
#include "CGInc/DazStandardShadow.cginc"
ENDCG
}
// ------------------------------------------------------------------
// Deferred pass
Pass
{
Name "DEFERRED"
Tags { "LightMode" = "Deferred" }
CGPROGRAM
#pragma target 3.0
#pragma exclude_renderers nomrt
// -------------------------------------
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature_local _METALLICMAP
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local _DETAIL_MULX2
#pragma shader_feature_local _PARALLAXMAP
#pragma multi_compile_prepassfinal
#pragma multi_compile_instancing
// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
//#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma vertex vertDeferred
#pragma fragment fragDeferred
#include "CGInc/DazStandardCore.cginc"
ENDCG
}
// ------------------------------------------------------------------
// Extracts information for lightmapping, GI (emission, albedo, ...)
// This pass it not used during regular rendering.
Pass
{
Name "META"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
#pragma vertex vert_meta
#pragma fragment frag_meta
#pragma shader_feature _EMISSION
#pragma shader_feature_local _METALLICMAP
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local _DETAIL_MULX2
#pragma shader_feature EDITOR_VISUALIZATION
#include "CGInc/DazStandardMeta.cginc"
ENDCG
}
}
SubShader
{
Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" }
LOD 150
// ------------------------------------------------------------------
// Base forward pass (directional light, emission, lightmaps, ...)
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
CGPROGRAM
#pragma target 2.0
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature_local _METALLICMAP
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local _GLOSSYREFLECTIONS_OFF
// SM2.0: NOT SUPPORTED shader_feature_local _DETAIL_MULX2
// SM2.0: NOT SUPPORTED shader_feature_local _PARALLAXMAP
#pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma vertex vertBase
#pragma fragment fragBase
#include "CGInc/DazStandardCoreForward.cginc"
ENDCG
}
// ------------------------------------------------------------------
// Additive forward pass (one light per pass)
Pass
{
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend[_SrcBlend] One
Fog { Color(0,0,0,0) } // in additive pass fog should be black
ZWrite Off
ZTest LEqual
CGPROGRAM
#pragma target 2.0
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local _METALLICMAP
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local _DETAIL_MULX2
// SM2.0: NOT SUPPORTED shader_feature_local _PARALLAXMAP
#pragma skip_variants SHADOWS_SOFT
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
#pragma vertex vertAdd
#pragma fragment fragAdd
#include "CGInc/DazStandardCoreForward.cginc"
ENDCG
}
// ------------------------------------------------------------------
// Shadow rendering pass
Pass {
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual
CGPROGRAM
#pragma target 2.0
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local _METALLICMAP
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma skip_variants SHADOWS_SOFT
#pragma multi_compile_shadowcaster
#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster
#include "CGInc/DazStandardShadow.cginc"
ENDCG
}
// ------------------------------------------------------------------
// Extracts information for lightmapping, GI (emission, albedo, ...)
// This pass it not used during regular rendering.
Pass
{
Name "META"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
#pragma vertex vert_meta
#pragma fragment frag_meta
#pragma shader_feature _EMISSION
#pragma shader_feature_local _METALLICMAP
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local _DETAIL_MULX2
#pragma shader_feature EDITOR_VISUALIZATION
#include "CGInc/DazStandardMeta.cginc"
ENDCG
}
}
FallBack "VertexLit"
// CustomEditor "StandardShaderGUI"
}