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- Shader "Standard"
- {
- Properties
- {
- _Color("Color", Color) = (1,1,1,1)
- _MainTex("Albedo", 2D) = "white" {}
- _Cutoff("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
- [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
- _MetallicGlossMap("Metallic", 2D) = "white" {}
- [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
- [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
- _BumpScale("Scale", Float) = 1.0
- _BumpMap("Normal Map", 2D) = "bump" {}
- _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
- _ParallaxMap ("Height Map", 2D) = "black" {}
- _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
- _OcclusionMap("Occlusion", 2D) = "white" {}
- _EmissionColor("Color", Color) = (0,0,0)
- _EmissionMap("Emission", 2D) = "white" {}
- _DetailMask("Detail Mask", 2D) = "white" {}
- _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
- _DetailNormalMapScale("Scale", Float) = 1.0
- _DetailNormalMap("Normal Map", 2D) = "bump" {}
- [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
- // Blending state
- [HideInInspector] _Mode ("__mode", Float) = 0.0
- [HideInInspector] _SrcBlend ("__src", Float) = 1.0
- [HideInInspector] _DstBlend ("__dst", Float) = 0.0
- [HideInInspector] _ZWrite ("__zw", Float) = 1.0
- }
- CGINCLUDE
- #define UNITY_SETUP_BRDF_INPUT MetallicSetup
- ENDCG
- SubShader
- {
- Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
- LOD 300
- // ------------------------------------------------------------------
- // 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 _NORMALMAP
- #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
- #pragma shader_feature _EMISSION
- #pragma shader_feature _METALLICGLOSSMAP
- #pragma shader_feature ___ _DETAIL_MULX2
- #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
- #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
- #pragma shader_feature _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 "UnityStandardCoreForward.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 _NORMALMAP
- #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
- #pragma shader_feature _METALLICGLOSSMAP
- #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
- #pragma shader_feature ___ _DETAIL_MULX2
- #pragma shader_feature _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 "UnityStandardCoreForward.cginc"
- ENDCG
- }
- // ------------------------------------------------------------------
- // Shadow rendering pass
- Pass {
- Name "ShadowCaster"
- Tags { "LightMode" = "ShadowCaster" }
- ZWrite On ZTest LEqual
- CGPROGRAM
- #pragma target 3.0
- // -------------------------------------
- #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
- #pragma shader_feature _METALLICGLOSSMAP
- #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature _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 "UnityStandardShadow.cginc"
- ENDCG
- }
- // ------------------------------------------------------------------
- // Deferred pass
- Pass
- {
- Name "DEFERRED"
- Tags { "LightMode" = "Deferred" }
- CGPROGRAM
- #pragma target 3.0
- #pragma exclude_renderers nomrt
- // -------------------------------------
- #pragma shader_feature _NORMALMAP
- #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
- #pragma shader_feature _EMISSION
- #pragma shader_feature _METALLICGLOSSMAP
- #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
- #pragma shader_feature ___ _DETAIL_MULX2
- #pragma shader_feature _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 "UnityStandardCore.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 _METALLICGLOSSMAP
- #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature ___ _DETAIL_MULX2
- #pragma shader_feature EDITOR_VISUALIZATION
- #include "UnityStandardMeta.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 _NORMALMAP
- #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
- #pragma shader_feature _EMISSION
- #pragma shader_feature _METALLICGLOSSMAP
- #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
- #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
- // SM2.0: NOT SUPPORTED shader_feature ___ _DETAIL_MULX2
- // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
- #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED
- #pragma multi_compile_fwdbase
- #pragma multi_compile_fog
- #pragma vertex vertBase
- #pragma fragment fragBase
- #include "UnityStandardCoreForward.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 _NORMALMAP
- #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
- #pragma shader_feature _METALLICGLOSSMAP
- #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
- #pragma shader_feature ___ _DETAIL_MULX2
- // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
- #pragma skip_variants SHADOWS_SOFT
- #pragma multi_compile_fwdadd_fullshadows
- #pragma multi_compile_fog
- #pragma vertex vertAdd
- #pragma fragment fragAdd
- #include "UnityStandardCoreForward.cginc"
- ENDCG
- }
- // ------------------------------------------------------------------
- // Shadow rendering pass
- Pass {
- Name "ShadowCaster"
- Tags { "LightMode" = "ShadowCaster" }
- ZWrite On ZTest LEqual
- CGPROGRAM
- #pragma target 2.0
- #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
- #pragma shader_feature _METALLICGLOSSMAP
- #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma skip_variants SHADOWS_SOFT
- #pragma multi_compile_shadowcaster
- #pragma vertex vertShadowCaster
- #pragma fragment fragShadowCaster
- #include "UnityStandardShadow.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 _METALLICGLOSSMAP
- #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature ___ _DETAIL_MULX2
- #pragma shader_feature EDITOR_VISUALIZATION
- #include "UnityStandardMeta.cginc"
- ENDCG
- }
- }
- FallBack "VertexLit"
- CustomEditor "StandardShaderGUI"
- }
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