Shader "Standard_2s" { Properties { [LM_Albedo] [LM_Transparency] _Color("Color", Color) = (1,1,1,1) [LM_MasterTilingOffset] [LM_Albedo] _MainTex("Albedo", 2D) = "white" {} [LM_TransparencyCutOff] _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 [LM_Glossiness] _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 [LM_Metallic] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 [LM_Metallic] [LM_Glossiness] _MetallicGlossMap("Metallic", 2D) = "white" {} _BumpScale("Scale", Float) = 1.0 [LM_NormalMap] _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" {} [LM_Emission] _EmissionColor("Color", Color) = (0,0,0) [LM_Emission] _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 // UI-only data [KeywordEnum(None, Realtime, Baked)] _Lightmapping ("GI", Int) = 1 [HideInInspector] _EmissionScaleUI("Scale", Float) = 0.0 [HideInInspector] _EmissionColorUI("Color", Color) = (1,1,1) // 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 //@TODO: should this be pulled into a shader_feature, to be able to turn it off? #define _GLOSSYENV 1 #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] Cull Off ZWrite [_ZWrite] CGPROGRAM #pragma target 3.0 // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT #pragma exclude_renderers gles // ------------------------------------- #pragma shader_feature _NORMALMAP #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _EMISSION //ALWAYS ON shader_feature _GLOSSYENV #pragma shader_feature _METALLICGLOSSMAP #pragma shader_feature ___ _DETAIL_MULX2 #pragma shader_feature _PARALLAXMAP #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma vertex vertForwardBase #pragma fragment fragForwardBase #include "UnityStandardCore.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 Cull Off ZWrite Off ZTest LEqual CGPROGRAM #pragma target 3.0 // GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT #pragma exclude_renderers gles // ------------------------------------- #pragma shader_feature _NORMALMAP #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _METALLICGLOSSMAP #pragma shader_feature ___ _DETAIL_MULX2 #pragma shader_feature _PARALLAXMAP #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile_fog #pragma vertex vertForwardAdd #pragma fragment fragForwardAdd #include "UnityStandardCore.cginc" ENDCG } // ------------------------------------------------------------------ // Shadow rendering pass Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } Cull Off ZWrite On ZTest LEqual CGPROGRAM #pragma target 3.0 // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT #pragma exclude_renderers gles // ------------------------------------- #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma multi_compile_shadowcaster #pragma vertex vertShadowCaster #pragma fragment fragShadowCaster #include "UnityStandardShadow.cginc" ENDCG } // ------------------------------------------------------------------ // Deferred pass Pass { Name "DEFERRED" Tags { "LightMode" = "Deferred" } Cull Off CGPROGRAM #pragma target 3.0 // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT #pragma exclude_renderers nomrt gles // ------------------------------------- #pragma shader_feature _NORMALMAP #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _EMISSION //ALWAYS ON shader_feature _GLOSSYENV #pragma shader_feature _METALLICGLOSSMAP #pragma shader_feature ___ _DETAIL_MULX2 #pragma shader_feature _PARALLAXMAP #pragma multi_compile ___ UNITY_HDR_ON #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #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 ___ _DETAIL_MULX2 #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] Cull Off ZWrite [_ZWrite] CGPROGRAM #pragma target 2.0 #pragma shader_feature _NORMALMAP #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _EMISSION // ALWAYS ON shader_feature _GLOSSYENV #pragma shader_feature _METALLICGLOSSMAP #pragma shader_feature ___ _DETAIL_MULX2 // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma vertex vertForwardBase #pragma fragment fragForwardBase #include "UnityStandardCore.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 Cull Off 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 ___ _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 vertForwardAdd #pragma fragment fragForwardAdd #include "UnityStandardCore.cginc" ENDCG } // ------------------------------------------------------------------ // Shadow rendering pass Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } Cull Off ZWrite On ZTest LEqual CGPROGRAM #pragma target 2.0 #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #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 ___ _DETAIL_MULX2 #include "UnityStandardMeta.cginc" ENDCG } } FallBack "VertexLit" CustomEditor "StandardShaderGUI" }