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