rabidus-test/Assets/PolyFew/BatchFewShader/BatchFewStandard.shader

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// This code in no way belongs to BrainFailProductions. I have just made a small change to make
// it work with texture arrays
Shader "BatchFewStandard"
{
Properties
{
_AttrImg("Attributes Texture/Image", 2D) = "black" {}
_MainTex("Albedo", 2DArray) = "white" {}
[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0
_MetallicGlossMap("Metallic", 2DArray) = "white" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
_BumpMap("Normal Map", 2DArray) = "bump" {}
[Enum(None,0,Offset,1, Deep, 2)] _ParallaxMode ("None, Parallax Offset Mapping, or Parallax Occlusion Mapping", Float) = 0
_ParallaxMap ("Height Map", 2DArray) = "black" {}
_ParallaxSteps("Parallax Steps", Int) = 32
_OcclusionMap("Occlusion", 2DArray) = "white" {}
[Enum(None,0,Color,1,Array,2)] _EmissionMode ("No emission, use color value, or use the array", Float) = 0
_EmissionMap("Emission", 2DArray) = "black" {}
_DetailMask("Detail Mask", 2DArray) = "white" {}
_DetailAlbedoMap("Detail Albedo x2", 2DArray) = "grey" {}
_DetailNormalMap("Normal Map", 2DArray) = "bump" {}
_DetailAlbedoSingle("Detail Albedo x2", 2D) = "grey" {}
_DetailNormalSingle("Normal Map", 2D) = "bump" {}
[Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
[Enum(Array,0,Single,1)] _DetailMode ("Use a texture array for detail textures, or a single set of 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 _EMISSION_COLOR
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature ___ _DETAIL_MULX2 _DETAIL_SINGLE
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
#pragma shader_feature _ _PARALLAXMAP _POM
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma vertex vertBase
#pragma fragment fragBase
#include "Includes/BatchFewStandardCoreForward.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 _DETAIL_SINGLE
#pragma shader_feature _ _PARALLAXMAP _POM
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
#pragma vertex vertAdd
#pragma fragment fragAdd
#include "Includes/BatchFewStandardCoreForward.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 _ _PARALLAXMAP _POM
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster
#include "Includes/BatchFewStandardShadow.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 _EMISSION_COLOR
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature ___ _DETAIL_MULX2 _DETAIL_SINGLE
#pragma shader_feature _ _PARALLAXMAP _POM
#pragma multi_compile_prepassfinal
#pragma multi_compile_instancing
#pragma vertex vertDeferred
#pragma fragment fragDeferred
#include "Includes/BatchFewStandardCore.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 _EMISSION_COLOR
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature ___ _DETAIL_MULX2 _DETAIL_SINGLE
#pragma shader_feature EDITOR_VISUALIZATION
#include "Includes/BatchFewStandardMeta.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 _EMISSION_COLOR
#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 "Includes/BatchFewStandardCoreForward.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 _DETAIL_SINGLE
// 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 "Includes/BatchFewStandardCoreForward.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 skip_variants SHADOWS_SOFT
#pragma multi_compile_shadowcaster
#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster
#include "Includes/BatchFewStandardShadow.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 _EMISSION_COLOR
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature ___ _DETAIL_MULX2 _DETAIL_SINGLE
#pragma shader_feature EDITOR_VISUALIZATION
#include "Includes/BatchFewStandardMeta.cginc"
ENDCG
}
}
FallBack "VertexLit"
CustomEditor "BrainFailProductions.BatchFew.BatchFewShaderGUI"
}