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@Lex-DRL
Created August 24, 2020 14:40
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// DRL: an intact version of very default PBR(metallic)-Standard surf-shader,
// which is only cleaned up from repeating code and properly formatted,
// but not affected in any way.
// Generated at: 2019.4.3f1
// Generated with:
// #pragma surface surf Standard fullforwardshadows exclude_path:deferred exclude_path:prepass noshadow noambient novertexlights nolightmap nofog nometa noforwardadd nolppv noshadowmask
Shader "DRL/CleanStandardMetallic (vert-frag)" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Smoothness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
// ------------------------------------------------------------
// Surface shader code generated out of a CGPROGRAM block:
// ---- forward rendering base pass:
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
// #pragma target 3.0
#pragma target 2.0
// compile directives
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma multi_compile_instancing
#pragma multi_compile_fwdbase novertexlight noshadowmask nodynlightmap nolightmap noshadow
#include "HLSLSupport.cginc"
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"
// DRL:
// Here, the generated shader variants should start. But their code is
// ___EXACTLY___ the same both when instancing is enabled or not
// (INSTANCING_ON is defined / not defined). So, only single code snippet below:
// Surface shader code generated based on:
// writes to per-pixel normal: no
// writes to emission: no
// writes to occlusion: no
// needs world space reflection vector: no
// needs world space normal vector: no
// needs screen space position: no
// needs world space position: no
// needs view direction: no
// needs world space view direction: no
// needs world space position for lighting: YES
// needs world space view direction for lighting: YES
// needs world space view direction for lightmaps: no
// needs vertex color: no
// needs VFACE: no
// passes tangent-to-world matrix to pixel shader: no
// reads from normal: no
// 1 texcoords actually used
// float2 _MainTex
// Stripping Light Probe Proxy Volume code because nolppv pragma is used. Using normal probe blending as fallback.
#include "UnityCG.cginc"
#undef UNITY_LIGHT_PROBE_PROXY_VOLUME
//Shader does not support lightmap thus we always want to fallback to SH.
#undef UNITY_SHOULD_SAMPLE_SH
#if (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
#define UNITY_SHOULD_SAMPLE_SH 1
#else
#define UNITY_SHOULD_SAMPLE_SH 0
#endif
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "AutoLight.cginc"
#define INTERNAL_DATA
#define WorldReflectionVector(data,normal) data.worldRefl
#define WorldNormalVector(data,normal) normal
/* UNITY: Original start of shader */
// --------------------------------------------------------
// vertex-to-fragment interpolation data
// --------------------------------------------------------
// DRL: the code is exactly the same when:
// UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
// is both defined or not. (half- and high-precision fragment shader registers)
// And it's almost the same for:
// * LIGHTMAP_ON
// * UNITY_SHOULD_SAMPLE_SH
// So it's more readable to combine it into a single conditional declaration:
struct v2f_surf {
UNITY_POSITION(pos);
float2 pack0 : TEXCOORD0; // _MainTex
float3 worldNormal : TEXCOORD1;
float3 worldPos : TEXCOORD2;
#ifdef LIGHTMAP_ON
// DRL: with lightmaps:
float4 lmap : TEXCOORD3;
#elif UNITY_SHOULD_SAMPLE_SH
// DRL: no lightmaps + do sample SH:
half3 sh : TEXCOORD3; // SH
#endif
DECLARE_LIGHT_COORDS(4)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
// --------------------------------------------------------
// vertex shader
// --------------------------------------------------------
float4 _MainTex_ST;
v2f_surf vert_surf (appdata_full v) {
UNITY_SETUP_INSTANCE_ID(v);
v2f_surf o;
UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
UNITY_TRANSFER_INSTANCE_ID(v,o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
#if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED)
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS)
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
#endif
#endif
o.worldPos = worldPos;
o.worldNormal = worldNormal;
#ifdef LIGHTMAP_ON
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#else
// !LIGHTMAP_ON
// SH/ambient and vertex lights
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
o.sh = 0;
// Approximated illumination from non-important point lights
#ifdef VERTEXLIGHT_ON
o.sh += Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, worldPos, worldNormal);
#endif
o.sh = ShadeSHPerVertex (worldNormal, o.sh);
#endif
#endif // !LIGHTMAP_ON
COMPUTE_LIGHT_COORDS(o); // pass light cookie coordinates to pixel shader
return o;
}
// --------------------------------------------------------
// surface function
// --------------------------------------------------------
// Original surface shader snippet:
// Physically based Standard lighting model, and enable shadows on all light types
//#pragma surface surf Standard fullforwardshadows exclude_path:deferred exclude_path:prepass noshadow noambient novertexlights nolightmap nofog nometa noforwardadd nolppv noshadowmask
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
fixed3 _Color;
half _Metallic;
half _Smoothness;
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed3 clr = tex2D(_MainTex, IN.uv_MainTex).rgb * _Color;
o.Albedo = clr;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Smoothness;
o.Alpha = 1.0;
}
// --------------------------------------------------------
// fragment shader
// --------------------------------------------------------
fixed4 frag_surf (v2f_surf IN) : SV_Target {
UNITY_SETUP_INSTANCE_ID(IN);
// prepare and unpack data
Input surfIN;
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
surfIN.uv_MainTex.x = 1.0;
surfIN.uv_MainTex = IN.pack0.xy;
float3 worldPos = IN.worldPos.xyz;
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
// initialize surf structure with default values:
#ifdef UNITY_COMPILER_HLSL
SurfaceOutputStandard o = (SurfaceOutputStandard)0;
#else
SurfaceOutputStandard o;
#endif
o.Albedo = 0.0;
o.Emission = 0.0;
o.Alpha = 0.0;
o.Occlusion = 1.0;
fixed3 normalWorldVertex = fixed3(0,0,1);
o.Normal = IN.worldNormal;
normalWorldVertex = IN.worldNormal;
// call surface function
surf (surfIN, o);
// compute lighting & shadowing factor
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
fixed4 c = 0;
// Setup lighting environment
UnityGI gi;
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
gi.light.color = _LightColor0.rgb;
gi.light.dir = lightDir;
// Call GI (lightmaps/SH/reflections) lighting function
UnityGIInput giInput;
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
giInput.light = gi.light;
giInput.worldPos = worldPos;
giInput.worldViewDir = worldViewDir;
giInput.atten = atten;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
giInput.lightmapUV = IN.lmap;
#else
giInput.lightmapUV = 0.0;
#endif
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
giInput.ambient = IN.sh;
#else
giInput.ambient.rgb = 0.0;
#endif
giInput.probeHDR[0] = unity_SpecCube0_HDR;
giInput.probeHDR[1] = unity_SpecCube1_HDR;
#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
#endif
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
giInput.boxMax[0] = unity_SpecCube0_BoxMax;
giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
giInput.boxMax[1] = unity_SpecCube1_BoxMax;
giInput.boxMin[1] = unity_SpecCube1_BoxMin;
giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
#endif
LightingStandard_GI(o, giInput, gi);
#if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON)
gi.indirect.diffuse = 0;
#endif
// realtime lighting: call lighting function
c += LightingStandard (o, worldViewDir, gi);
c.a = 1.0;
return c;
}
ENDCG
}
// ---- end of surface shader generated code
}
FallBack Off
}
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