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Main/Assets/GameAssets/RawResources/shader/Ares/Gonbest/Legacy/UnityStandardHelper.shader
2025-01-25 04:38:09 +08:00

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Gonbest/PBR/UnityStandardHelper"
{
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
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_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" {}
}
CGINCLUDE
#define UNITY_SETUP_BRDF_INPUT MetallicSetup
ENDCG
SubShader
{
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 150
// ------------------------------------------------------------------
// Base forward pass (directional light, emission, lightmaps, ...)
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma target 2.0
#pragma multi_compile _NORMALMAP
#pragma multi_compile _EMISSION
#pragma multi_compile _METALLICGLOSSMAP
#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
}
Pass
{
Name "FORWARD&ALPHA"
Tags { "LightMode" = "ForwardBase" }
ZWrite Off
Blend One OneMinusSrcAlpha,Zero OneMinusSrcAlpha
CGPROGRAM
#pragma target 2.0
#pragma multi_compile _NORMALMAP
#pragma multi_compile _ALPHAPREMULTIPLY_ON
#pragma multi_compile _EMISSION
#pragma multi_compile _METALLICGLOSSMAP
#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
}
Pass
{
Name "FORWARD&ALPHAFADE"
Tags { "LightMode" = "ForwardBase" }
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha,Zero OneMinusSrcAlpha
CGPROGRAM
#pragma target 2.0
#pragma multi_compile _NORMALMAP
#pragma multi_compile _ALPHABLEND_ON
#pragma multi_compile _EMISSION
#pragma multi_compile _METALLICGLOSSMAP
#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
}
Pass
{
Name "FORWARD&ALPHATEST"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma target 2.0
#pragma multi_compile _NORMALMAP
#pragma multi_compile _ALPHATEST_ON
#pragma multi_compile _EMISSION
#pragma multi_compile _METALLICGLOSSMAP
#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 SrcAlpha One,Zero OneMinusSrcAlpha
Fog { Color (0,0,0,0) } // in additive pass fog should be black
ZWrite Off
ZTest LEqual
CGPROGRAM
#pragma target 2.0
#pragma multi_compile _NORMALMAP
#pragma multi_compile _METALLICGLOSSMAP
#pragma skip_variants SHADOWS_SOFT
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
#pragma vertex vertAdd
#pragma fragment fragAdd
#include "UnityStandardCoreForward.cginc"
ENDCG
}
Pass
{
Name "FORWARD_DELTA&ALPHA"
Tags { "LightMode" = "ForwardAdd" }
Blend One One,Zero OneMinusSrcAlpha
Fog { Color (0,0,0,0) } // in additive pass fog should be black
ZWrite Off
ZTest LEqual
CGPROGRAM
#pragma target 2.0
#pragma multi_compile _NORMALMAP
#pragma multi_compile _ALPHAPREMULTIPLY_ON
#pragma multi_compile _METALLICGLOSSMAP
#pragma skip_variants SHADOWS_SOFT
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
#pragma vertex vertAdd
#pragma fragment fragAdd
#include "UnityStandardCoreForward.cginc"
ENDCG
}
Pass
{
Name "FORWARD_DELTA&ALPHAFADE"
Tags { "LightMode" = "ForwardAdd" }
Blend SrcAlpha One,Zero OneMinusSrcAlpha
Fog { Color (0,0,0,0) } // in additive pass fog should be black
ZWrite Off
ZTest LEqual
CGPROGRAM
#pragma target 2.0
#pragma multi_compile _NORMALMAP
#pragma multi_compile _ALPHABLEND_ON
#pragma multi_compile _METALLICGLOSSMAP
#pragma skip_variants SHADOWS_SOFT
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
#pragma vertex vertAdd
#pragma fragment fragAdd
#include "UnityStandardCoreForward.cginc"
ENDCG
}
Pass
{
Name "FORWARD_DELTA&ALPHATEST"
Tags { "LightMode" = "ForwardAdd" }
Blend SrcAlpha One,Zero OneMinusSrcAlpha
Fog { Color (0,0,0,0) } // in additive pass fog should be black
ZWrite Off
ZTest LEqual
CGPROGRAM
#pragma target 2.0
#pragma multi_compile _NORMALMAP
#pragma multi_compile _ALPHATEST_ON
#pragma multi_compile _METALLICGLOSSMAP
#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 multi_compile _METALLICGLOSSMAP
#pragma skip_variants SHADOWS_SOFT
#pragma multi_compile_shadowcaster
#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster
#include "UnityStandardShadow.cginc"
ENDCG
}
Pass {
Name "SHADOWCASTER&ALPHA"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual
CGPROGRAM
#pragma target 2.0
#pragma multi_compile _ALPHAPREMULTIPLY_ON
#pragma multi_compile _METALLICGLOSSMAP
#pragma skip_variants SHADOWS_SOFT
#pragma multi_compile_shadowcaster
#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster
#include "UnityStandardShadow.cginc"
ENDCG
}
Pass {
Name "SHADOWCASTER&ALPHAFADE"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual
CGPROGRAM
#pragma target 2.0
#pragma multi_compile _ALPHABLEND_ON
#pragma multi_compile _METALLICGLOSSMAP
#pragma skip_variants SHADOWS_SOFT
#pragma multi_compile_shadowcaster
#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster
#include "UnityStandardShadow.cginc"
ENDCG
}
Pass {
Name "SHADOWCASTER&ALPHATEST"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual
CGPROGRAM
#pragma target 2.0
#pragma multi_compile _ALPHATEST_ON
#pragma multi_compile _METALLICGLOSSMAP
#pragma skip_variants SHADOWS_SOFT
#pragma multi_compile_shadowcaster
#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster
#include "UnityStandardShadow.cginc"
ENDCG
}
}
FallBack "VertexLit"
CustomEditor "StandardShaderGUI"
}