// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) #ifndef UNITY_STANDARD_INPUT_INCLUDED #define UNITY_STANDARD_INPUT_INCLUDED #include "UnityCG.cginc" #include "UnityStandardConfig.cginc" #include "UnityPBSLighting.cginc" // TBD: remove #include "UnityStandardUtils.cginc" //--------------------------------------- // Directional lightmaps & Parallax require tangent space too #if (_NORMALMAP || DIRLIGHTMAP_COMBINED || _PARALLAXMAP) #define _TANGENT_TO_WORLD 1 #endif #if (_DETAIL_MULX2 || _DETAIL_MUL || _DETAIL_ADD || _DETAIL_LERP) #define _DETAIL 1 #endif //--------------------------------------- //half4 _Color; //half _Cutoff; half4 _Diffuse; half _AlphaClipThreshold; //sampler2D _MainTex; //float4 _MainTex_ST; sampler2D _DiffuseMap; float4 _DiffuseMap_ST; sampler2D _DetailAlbedoMap; float4 _DetailAlbedoMap_ST; //sampler2D _BumpMap; //half _BumpScale; sampler2D _NormalMap; half _Normal; sampler2D _DetailMask; sampler2D _DetailNormalMap; half _DetailNormalMapScale; half4 _SpecularColor; //sampler2D _SpecGlossMap; sampler2D _SpecularColorMap; //sampler2D _MetallicGlossMap; sampler2D _MetallicMap; half _Metallic; //float _Glossiness; //float _GlossMapScale; float _Roughness; sampler2D _RoughnessMap; sampler2D _OcclusionMap; half _OcclusionStrength; //sampler2D _ParallaxMap; //half _Parallax; sampler2D _HeightMap; half _Height; half _UVSec; half4 _Emission; sampler2D _EmissionMap; float _Alpha; sampler2D _AlphaMap; //------------------------------------------------------------------------------------- // Input functions struct VertexInput { float4 vertex : POSITION; half3 normal : NORMAL; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; #if defined(DYNAMICLIGHTMAP_ON) || defined(UNITY_PASS_META) float2 uv2 : TEXCOORD2; #endif #ifdef _TANGENT_TO_WORLD half4 tangent : TANGENT; #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; float4 TexCoords(VertexInput v) { float4 texcoord; texcoord.xy = TRANSFORM_TEX(v.uv0, _DiffuseMap); // Always source from uv0 texcoord.zw = TRANSFORM_TEX(((_UVSec == 0) ? v.uv0 : v.uv1), _DetailAlbedoMap); return texcoord; } half DetailMask(float2 uv) { return tex2D (_DetailMask, uv).a; } half3 Albedo(float4 texcoords) { half3 albedo = _Diffuse.rgb * tex2D (_DiffuseMap, texcoords.xy).rgb; #if _DETAIL #if (SHADER_TARGET < 30) // SM20: instruction count limitation // SM20: no detail mask half mask = 1; #else half mask = DetailMask(texcoords.xy); #endif half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb; #if _DETAIL_MULX2 albedo *= LerpWhiteTo (detailAlbedo * unity_DiffuseSpaceDouble.rgb, mask); #elif _DETAIL_MUL albedo *= LerpWhiteTo (detailAlbedo, mask); #elif _DETAIL_ADD albedo += detailAlbedo * mask; #elif _DETAIL_LERP albedo = lerp (albedo, detailAlbedo, mask); #endif #endif return albedo; } half Alpha(float2 uv) { #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) return _Diffuse.a; #else #ifdef _ALPHAMAP return tex2D(_AlphaMap, uv).r * _Alpha; #else return tex2D(_DiffuseMap, uv).a * _Diffuse.a; #endif #endif } half Occlusion(float2 uv) { #if (SHADER_TARGET < 30) // SM20: instruction count limitation // SM20: simpler occlusion return tex2D(_OcclusionMap, uv).g; #else half occ = tex2D(_OcclusionMap, uv).g; return LerpOneTo (occ, _OcclusionStrength); #endif } half4 SpecularGloss(float2 uv) { half4 sg; //#ifdef _SPECGLOSSMAP #ifdef _SPECULARCOLORMAP #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) sg.rgb = tex2D(_SpecularColorMap, uv).rgb; //added sg.rgb *= _SpecularColor.rgb; sg.a = tex2D(_DiffuseMap, uv).a; #else sg = tex2D(_SpecularColorMap, uv); //added sg *= 0.5f * _SpecularColor; #endif // sg.a *= _GlossMapScale; sg.a *= 1.0f - _Roughness; #else // sg.rgb = _SpecColor.rgb; sg.rgb = _SpecularColor.rgb; #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A // sg.a = tex2D(_DiffuseMap, uv).a * _GlossMapScale; sg.a = tex2D(_DiffuseMap, uv).a * _Roughness; #else // sg.a = _Glossiness; sg.a = 1.0f - _Roughness; #endif #endif return sg; } half2 MetallicGloss(float2 uv) { half2 mg; //#ifdef _METALLICGLOSSMAP #ifdef _METALLICMAP #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A mg.r = tex2D(_MetallicMap, uv).r; mg.g = tex2D(_DiffuseMap, uv).a; #else mg = tex2D(_MetallicMap, uv).ra; // added mg.r *= _Metallic; #endif // mg.g *= _GlossMapScale; mg.g *= 1.0f - _Roughness; #else mg.r = _Metallic; #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A // mg.g = tex2D(_DiffuseMap, uv).a * _GlossMapScale; mg.g = tex2D(_DiffuseMap, uv).a * _Roughness; #else // mg.g = _Glossiness; mg.g = 1.0f - _Roughness; #endif #endif return mg; } half2 MetallicRough(float2 uv) { half2 mg; //#ifdef _METALLICGLOSSMAP #ifdef _METALLICMAP mg.r = tex2D(_MetallicMap, uv).r; // added mg.r *= _Metallic; #else mg.r = _Metallic; #endif //#ifdef _SPECGLOSSMAP #ifdef _SPECULARCOLORMAP mg.g = 1.0f - tex2D(_SpecularColorMap, uv).r; //added mg.g *= _SpecularColor.r; #else // mg.g = 1.0f - _Glossiness; mg.g = 1.0f - _Roughness; #endif return mg; } half3 Emission(float2 uv) { #ifndef _EMISSION return 0; #else return tex2D(_EmissionMap, uv).rgb * _Emission.rgb; #endif } #ifdef _NORMALMAP half3 NormalInTangentSpace(float4 texcoords) { half3 normalTangent = UnpackScaleNormal(tex2D (_NormalMap, texcoords.xy), _Normal); #if _DETAIL && defined(UNITY_ENABLE_DETAIL_NORMALMAP) half mask = DetailMask(texcoords.xy); half3 detailNormalTangent = UnpackScaleNormal(tex2D (_DetailNormalMap, texcoords.zw), _DetailNormalMapScale); #if _DETAIL_LERP normalTangent = lerp( normalTangent, detailNormalTangent, mask); #else normalTangent = lerp( normalTangent, BlendNormals(normalTangent, detailNormalTangent), mask); #endif #endif return normalTangent; } #endif float4 Parallax (float4 texcoords, half3 viewDir) { #if !defined(_PARALLAXMAP) || (SHADER_TARGET < 30) // Disable parallax on pre-SM3.0 shader target models return texcoords; #else half h = tex2D (_HeightMap, texcoords.xy).g; float2 offset = ParallaxOffset1Step (h, _Height, viewDir); return float4(texcoords.xy + offset, texcoords.zw + offset); #endif } #endif // UNITY_STANDARD_INPUT_INCLUDED