rabidus-test/Assets/Amazing Assets/Curved World/Shaders/Custom/Lit/Lit.shader

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2023-10-02 19:12:35 +03:00
Shader "Amazing Assets/Curved World/Lit"
{
Properties
{
[CurvedWorldBendSettings] _CurvedWorldBendSettings("0,5,7,10,11,15,19,20,27|1|1", Vector) = (0, 0, 0, 0)
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
_Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
_SpecGlossMap("Specular", 2D) = "white" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
_EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
// Blending state
[HideInInspector] _Surface("__surface", Float) = 0.0
[HideInInspector] _Blend("__blend", Float) = 0.0
[HideInInspector] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
_ReceiveShadows("Receive Shadows", Float) = 1.0
// Editmode props
[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
// ObsoleteProperties
[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
[HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
[HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
[HideInInspector] _Glossiness("Smoothness", Float) = 0.0
[HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
}
SubShader
{
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
// material work with both Universal Render Pipeline and Builtin Unity Pipeline
Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
LOD 300
// ------------------------------------------------------------------
// Forward pass. Shades all light in a single pass. GI + emission + Fog
Pass
{
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Universal Render Pipeline
Name "ForwardLit"
Tags{"LightMode" = "UniversalForward"}
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
// Required to compile gles 2.0 with standard SRP library
// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _OCCLUSIONMAP
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ENVIRONMENTREFLECTIONS_OFF
#pragma shader_feature _SPECULAR_SETUP
#pragma shader_feature _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#pragma shader_feature_local CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE CURVEDWORLD_BEND_TYPE_LITTLEPLANET_Y CURVEDWORLD_BEND_TYPE_CYLINDRICALTOWER_X CURVEDWORLD_BEND_TYPE_CYLINDRICALROLLOFF_Z CURVEDWORLD_BEND_TYPE_SPIRALHORIZONTAL_X_POSITIVE CURVEDWORLD_BEND_TYPE_SPIRALHORIZONTALDOUBLE_X CURVEDWORLD_BEND_TYPE_SPIRALVERTICAL_X_POSITIVE CURVEDWORLD_BEND_TYPE_SPIRALVERTICAL_X_NEGATIVE CURVEDWORLD_BEND_TYPE_TWISTEDSPIRAL_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
#include "../../Core/CurvedWorldTransform.cginc"
#include "LitForwardPass.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
ColorMask 0
Cull[_Cull]
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#pragma shader_feature_local CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE CURVEDWORLD_BEND_TYPE_LITTLEPLANET_Y CURVEDWORLD_BEND_TYPE_CYLINDRICALTOWER_X CURVEDWORLD_BEND_TYPE_CYLINDRICALROLLOFF_Z CURVEDWORLD_BEND_TYPE_SPIRALHORIZONTAL_X_POSITIVE CURVEDWORLD_BEND_TYPE_SPIRALHORIZONTALDOUBLE_X CURVEDWORLD_BEND_TYPE_SPIRALVERTICAL_X_POSITIVE CURVEDWORLD_BEND_TYPE_SPIRALVERTICAL_X_NEGATIVE CURVEDWORLD_BEND_TYPE_TWISTEDSPIRAL_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
#include "../../Core/CurvedWorldTransform.cginc"
#include "ShadowCasterPass.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
Cull[_Cull]
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#pragma shader_feature_local CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE CURVEDWORLD_BEND_TYPE_LITTLEPLANET_Y CURVEDWORLD_BEND_TYPE_CYLINDRICALTOWER_X CURVEDWORLD_BEND_TYPE_CYLINDRICALROLLOFF_Z CURVEDWORLD_BEND_TYPE_SPIRALHORIZONTAL_X_POSITIVE CURVEDWORLD_BEND_TYPE_SPIRALHORIZONTALDOUBLE_X CURVEDWORLD_BEND_TYPE_SPIRALVERTICAL_X_POSITIVE CURVEDWORLD_BEND_TYPE_SPIRALVERTICAL_X_NEGATIVE CURVEDWORLD_BEND_TYPE_TWISTEDSPIRAL_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
// #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //Depth does need Normal Transform
#include "../../Core/CurvedWorldTransform.cginc"
#include "DepthOnlyPass.hlsl"
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "Meta"
Tags{"LightMode" = "Meta"}
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex UniversalVertexMeta
#pragma fragment UniversalFragmentMeta
#pragma shader_feature _SPECULAR_SETUP
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _SPECGLOSSMAP
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
ENDHLSL
}
Pass
{
Name "Universal2D"
Tags{ "LightMode" = "Universal2D" }
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHAPREMULTIPLY_ON
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
ENDHLSL
}
//PassName "ScenePickingPass"
Pass
{
Name "ScenePickingPass"
Tags { "LightMode" = "Picking" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
CGPROGRAM
#include "HLSLSupport.cginc"
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"
#pragma target 3.0
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHAPREMULTIPLY_ON
#pragma multi_compile_instancing
#pragma vertex vertEditorPass
#pragma fragment fragScenePickingPass
#pragma shader_feature_local CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE CURVEDWORLD_BEND_TYPE_LITTLEPLANET_Y CURVEDWORLD_BEND_TYPE_CYLINDRICALTOWER_X CURVEDWORLD_BEND_TYPE_CYLINDRICALROLLOFF_Z CURVEDWORLD_BEND_TYPE_SPIRALHORIZONTAL_X_POSITIVE CURVEDWORLD_BEND_TYPE_SPIRALHORIZONTALDOUBLE_X CURVEDWORLD_BEND_TYPE_SPIRALVERTICAL_X_POSITIVE CURVEDWORLD_BEND_TYPE_SPIRALVERTICAL_X_NEGATIVE CURVEDWORLD_BEND_TYPE_TWISTEDSPIRAL_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "../../Core/SceneSelection.cginc"
ENDCG
} //Pass "ScenePickingPass"
//PassName "SceneSelectionPass"
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode" = "SceneSelectionPass" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
CGPROGRAM
#include "HLSLSupport.cginc"
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"
#pragma target 3.0
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHAPREMULTIPLY_ON
#pragma multi_compile_instancing
#pragma vertex vertEditorPass
#pragma fragment fragSceneHighlightPass
#pragma shader_feature_local CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE CURVEDWORLD_BEND_TYPE_LITTLEPLANET_Y CURVEDWORLD_BEND_TYPE_CYLINDRICALTOWER_X CURVEDWORLD_BEND_TYPE_CYLINDRICALROLLOFF_Z CURVEDWORLD_BEND_TYPE_SPIRALHORIZONTAL_X_POSITIVE CURVEDWORLD_BEND_TYPE_SPIRALHORIZONTALDOUBLE_X CURVEDWORLD_BEND_TYPE_SPIRALVERTICAL_X_POSITIVE CURVEDWORLD_BEND_TYPE_SPIRALVERTICAL_X_NEGATIVE CURVEDWORLD_BEND_TYPE_TWISTEDSPIRAL_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "../../Core/SceneSelection.cginc"
ENDCG
} //Pass "SceneSelectionPass"
}
FallBack "Hidden/Universal Render Pipeline/FallbackError"
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.CurvedWorld_LitShader"
}