StandardDoubleSided.shader 8.4 KB

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  1. Shader "Standard (Double Sided)"
  2. {
  3. Properties
  4. {
  5. _Color("Color", Color) = (1,1,1,1)
  6. _MainTex("Albedo", 2D) = "white" {}
  7. _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
  8. _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
  9. _SpecColor("Specular", Color) = (0.2,0.2,0.2)
  10. _SpecGlossMap("Specular", 2D) = "white" {}
  11. _BumpScale("Scale", Float) = 1.0
  12. _BumpMap("Normal Map", 2D) = "bump" {}
  13. _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
  14. _ParallaxMap ("Height Map", 2D) = "black" {}
  15. _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
  16. _OcclusionMap("Occlusion", 2D) = "white" {}
  17. _EmissionColor("Color", Color) = (0,0,0)
  18. _EmissionMap("Emission", 2D) = "white" {}
  19. _DetailMask("Detail Mask", 2D) = "white" {}
  20. _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
  21. _DetailNormalMapScale("Scale", Float) = 1.0
  22. _DetailNormalMap("Normal Map", 2D) = "bump" {}
  23. [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
  24. // UI-only data
  25. [HideInInspector] _EmissionScaleUI("Scale", Float) = 0.0
  26. [HideInInspector] _EmissionColorUI("Color", Color) = (1,1,1)
  27. // Blending state
  28. [HideInInspector] _Mode ("__mode", Float) = 0.0
  29. [HideInInspector] _SrcBlend ("__src", Float) = 1.0
  30. [HideInInspector] _DstBlend ("__dst", Float) = 0.0
  31. [HideInInspector] _ZWrite ("__zw", Float) = 1.0
  32. }
  33. CGINCLUDE
  34. #define UNITY_SETUP_BRDF_INPUT SpecularSetup
  35. ENDCG
  36. SubShader
  37. {
  38. Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
  39. LOD 300
  40. Cull Off
  41. // ------------------------------------------------------------------
  42. // Base forward pass (directional light, emission, lightmaps, ...)
  43. Pass
  44. {
  45. Name "FORWARD"
  46. Tags { "LightMode" = "ForwardBase" }
  47. Blend [_SrcBlend] [_DstBlend]
  48. ZWrite [_ZWrite]
  49. CGPROGRAM
  50. #pragma target 3.0
  51. // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
  52. #pragma exclude_renderers gles
  53. // -------------------------------------
  54. #pragma shader_feature _NORMALMAP
  55. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  56. #pragma shader_feature _EMISSION
  57. #pragma shader_feature _SPECGLOSSMAP
  58. #pragma shader_feature ___ _DETAIL_MULX2
  59. #pragma shader_feature _PARALLAXMAP
  60. #pragma multi_compile_fwdbase
  61. #pragma multi_compile_fog
  62. #pragma vertex vertForwardBase
  63. #pragma fragment fragForwardBase
  64. #include "UnityStandardCore.cginc"
  65. ENDCG
  66. }
  67. // ------------------------------------------------------------------
  68. // Additive forward pass (one light per pass)
  69. Pass
  70. {
  71. Name "FORWARD_DELTA"
  72. Tags { "LightMode" = "ForwardAdd" }
  73. Blend [_SrcBlend] One
  74. Fog { Color (0,0,0,0) } // in additive pass fog should be black
  75. ZWrite Off
  76. ZTest LEqual
  77. CGPROGRAM
  78. #pragma target 3.0
  79. // GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
  80. #pragma exclude_renderers gles
  81. // -------------------------------------
  82. #pragma shader_feature _NORMALMAP
  83. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  84. #pragma shader_feature _SPECGLOSSMAP
  85. #pragma shader_feature ___ _DETAIL_MULX2
  86. #pragma shader_feature _PARALLAXMAP
  87. #pragma multi_compile_fwdadd_fullshadows
  88. #pragma multi_compile_fog
  89. #pragma vertex vertForwardAdd
  90. #pragma fragment fragForwardAdd
  91. #include "UnityStandardCore.cginc"
  92. ENDCG
  93. }
  94. // ------------------------------------------------------------------
  95. // Shadow rendering pass
  96. Pass {
  97. Name "ShadowCaster"
  98. Tags { "LightMode" = "ShadowCaster" }
  99. ZWrite On ZTest LEqual
  100. CGPROGRAM
  101. #pragma target 3.0
  102. // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
  103. #pragma exclude_renderers gles
  104. // -------------------------------------
  105. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  106. #pragma multi_compile_shadowcaster
  107. #pragma vertex vertShadowCaster
  108. #pragma fragment fragShadowCaster
  109. #include "UnityStandardShadow.cginc"
  110. ENDCG
  111. }
  112. // ------------------------------------------------------------------
  113. // Deferred pass
  114. Pass
  115. {
  116. Name "DEFERRED"
  117. Tags { "LightMode" = "Deferred" }
  118. CGPROGRAM
  119. #pragma target 3.0
  120. // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
  121. #pragma exclude_renderers nomrt gles
  122. // -------------------------------------
  123. #pragma shader_feature _NORMALMAP
  124. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  125. #pragma shader_feature _EMISSION
  126. #pragma shader_feature _SPECGLOSSMAP
  127. #pragma shader_feature ___ _DETAIL_MULX2
  128. #pragma shader_feature _PARALLAXMAP
  129. #pragma multi_compile ___ UNITY_HDR_ON
  130. #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
  131. #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
  132. #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
  133. #pragma vertex vertDeferred
  134. #pragma fragment fragDeferred
  135. #include "UnityStandardCore.cginc"
  136. ENDCG
  137. }
  138. // ------------------------------------------------------------------
  139. // Extracts information for lightmapping, GI (emission, albedo, ...)
  140. // This pass it not used during regular rendering.
  141. Pass
  142. {
  143. Name "META"
  144. Tags { "LightMode"="Meta" }
  145. Cull Off
  146. CGPROGRAM
  147. #pragma vertex vert_meta
  148. #pragma fragment frag_meta
  149. #pragma shader_feature _EMISSION
  150. #pragma shader_feature _SPECGLOSSMAP
  151. #pragma shader_feature ___ _DETAIL_MULX2
  152. #include "UnityStandardMeta.cginc"
  153. ENDCG
  154. }
  155. }
  156. SubShader
  157. {
  158. Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
  159. LOD 150
  160. // ------------------------------------------------------------------
  161. // Base forward pass (directional light, emission, lightmaps, ...)
  162. Pass
  163. {
  164. Name "FORWARD"
  165. Tags { "LightMode" = "ForwardBase" }
  166. Blend [_SrcBlend] [_DstBlend]
  167. ZWrite [_ZWrite]
  168. CGPROGRAM
  169. #pragma target 2.0
  170. #pragma shader_feature _NORMALMAP
  171. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  172. #pragma shader_feature _EMISSION
  173. #pragma shader_feature _SPECGLOSSMAP
  174. #pragma shader_feature ___ _DETAIL_MULX2
  175. // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
  176. #pragma skip_variants SHADOWS_SOFT DYNAMICLIGHTMAP_ON DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
  177. #pragma multi_compile_fwdbase
  178. #pragma multi_compile_fog
  179. #pragma vertex vertForwardBase
  180. #pragma fragment fragForwardBase
  181. #include "UnityStandardCore.cginc"
  182. ENDCG
  183. }
  184. // ------------------------------------------------------------------
  185. // Additive forward pass (one light per pass)
  186. Pass
  187. {
  188. Name "FORWARD_DELTA"
  189. Tags { "LightMode" = "ForwardAdd" }
  190. Blend [_SrcBlend] One
  191. Fog { Color (0,0,0,0) } // in additive pass fog should be black
  192. ZWrite Off
  193. ZTest LEqual
  194. CGPROGRAM
  195. #pragma target 2.0
  196. #pragma shader_feature _NORMALMAP
  197. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  198. #pragma shader_feature _SPECGLOSSMAP
  199. #pragma shader_feature ___ _DETAIL_MULX2
  200. // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
  201. #pragma skip_variants SHADOWS_SOFT
  202. #pragma multi_compile_fwdadd_fullshadows
  203. #pragma multi_compile_fog
  204. #pragma vertex vertForwardAdd
  205. #pragma fragment fragForwardAdd
  206. #include "UnityStandardCore.cginc"
  207. ENDCG
  208. }
  209. // ------------------------------------------------------------------
  210. // Shadow rendering pass
  211. Pass {
  212. Name "ShadowCaster"
  213. Tags { "LightMode" = "ShadowCaster" }
  214. ZWrite On ZTest LEqual
  215. CGPROGRAM
  216. #pragma target 2.0
  217. #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  218. #pragma skip_variants SHADOWS_SOFT
  219. #pragma multi_compile_shadowcaster
  220. #pragma vertex vertShadowCaster
  221. #pragma fragment fragShadowCaster
  222. #include "UnityStandardShadow.cginc"
  223. ENDCG
  224. }
  225. // ------------------------------------------------------------------
  226. // Extracts information for lightmapping, GI (emission, albedo, ...)
  227. // This pass it not used during regular rendering.
  228. Pass
  229. {
  230. Name "META"
  231. Tags { "LightMode"="Meta" }
  232. Cull Off
  233. CGPROGRAM
  234. #pragma vertex vert_meta
  235. #pragma fragment frag_meta
  236. #pragma shader_feature _EMISSION
  237. #pragma shader_feature _SPECGLOSSMAP
  238. #pragma shader_feature ___ _DETAIL_MULX2
  239. #include "UnityStandardMeta.cginc"
  240. ENDCG
  241. }
  242. }
  243. FallBack "VertexLit"
  244. CustomEditor "StandardShaderGUI"
  245. }