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@hecomi
Created May 17, 2018 14:10
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Shader "Custom/SurfaceShaderDefault"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma target 3.0
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma multi_compile_fwdbase
#include "HLSLSupport.cginc"
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "AutoLight.cginc"
#define INTERNAL_DATA
#define WorldReflectionVector(data,normal) data.worldRefl
#define WorldNormalVector(data,normal) normal
sampler2D _MainTex;
float4 _MainTex_ST;
half _Glossiness;
half _Metallic;
fixed4 _Color;
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
struct v2f_surf
{
UNITY_POSITION(pos);
float2 pack0 : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float3 worldPos : TEXCOORD2;
#ifdef LIGHTMAP_ON
float4 lmap : TEXCOORD3;
UNITY_SHADOW_COORDS(4)
UNITY_FOG_COORDS(5)
#ifdef DIRLIGHTMAP_COMBINED
float3 tSpace0 : TEXCOORD6;
float3 tSpace1 : TEXCOORD7;
float3 tSpace2 : TEXCOORD8;
#endif
#else
#if UNITY_SHOULD_SAMPLE_SH
half3 sh : TEXCOORD3;
#endif
UNITY_SHADOW_COORDS(4)
UNITY_FOG_COORDS(5)
#if SHADER_TARGET >= 30
float4 lmap : TEXCOORD6;
#endif
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
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;
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
o.worldPos = worldPos;
o.worldNormal = worldNormal;
#ifdef DYNAMICLIGHTMAP_ON
o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#ifdef LIGHTMAP_ON
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
#ifndef LIGHTMAP_ON
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
o.sh = 0;
#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
UNITY_TRANSFER_SHADOW(o,v.texcoord1.xy);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
fixed4 frag_surf(v2f_surf IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
Input surfIN;
UNITY_INITIALIZE_OUTPUT(Input, surfIN);
surfIN.uv_MainTex.x = 1.0;
surfIN.uv_MainTex = IN.pack0.xy;
float3 worldPos = IN.worldPos;
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
#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;
surf(surfIN, o);
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
fixed4 c = 0;
UnityGI gi;
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
gi.light.color = _LightColor0.rgb;
gi.light.dir = lightDir;
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;
#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);
c += LightingStandard(o, worldViewDir, gi);
UNITY_APPLY_FOG(IN.fogCoord, c);
UNITY_OPAQUE_ALPHA(c.a);
return c;
}
ENDCG
}
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
ZWrite Off Blend One One
CGPROGRAM
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma target 3.0
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma skip_variants INSTANCING_ON
#pragma multi_compile_fwdadd_fullshadows
#include "HLSLSupport.cginc"
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"
#define UNITY_PASS_FORWARDADD
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "AutoLight.cginc"
#define INTERNAL_DATA
#define WorldReflectionVector(data,normal) data.worldRefl
#define WorldNormalVector(data,normal) normal
sampler2D _MainTex;
float4 _MainTex_ST;
half _Glossiness;
half _Metallic;
fixed4 _Color;
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
struct v2f_surf
{
UNITY_POSITION(pos);
float2 pack0 : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float3 worldPos : TEXCOORD2;
UNITY_SHADOW_COORDS(3)
UNITY_FOG_COORDS(4)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
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);
o.worldPos = worldPos;
o.worldNormal = worldNormal;
UNITY_TRANSFER_SHADOW(o,v.texcoord1.xy);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
fixed4 frag_surf(v2f_surf IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
Input surfIN;
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
surfIN.uv_MainTex.x = 1.0;
surfIN.uv_MainTex = IN.pack0.xy;
float3 worldPos = IN.worldPos;
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
#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;
surf(surfIN, o);
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
fixed4 c = 0;
UnityGI gi;
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
gi.light.color = _LightColor0.rgb;
gi.light.dir = lightDir;
gi.light.color *= atten;
c += LightingStandard(o, worldViewDir, gi);
c.a = 0.0;
UNITY_APPLY_FOG(IN.fogCoord, c);
UNITY_OPAQUE_ALPHA(c.a);
return c;
}
ENDCG
}
Pass
{
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma target 3.0
#pragma multi_compile_instancing
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma skip_variants INSTANCING_ON
#pragma shader_feature EDITOR_VISUALIZATION
#include "HLSLSupport.cginc"
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"
#define UNITY_PASS_META
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#define INTERNAL_DATA
#define WorldReflectionVector(data,normal) data.worldRefl
#define WorldNormalVector(data,normal) normal
sampler2D _MainTex;
half _Glossiness;
half _Metallic;
fixed4 _Color;
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
#include "UnityMetaPass.cginc"
struct v2f_surf
{
UNITY_POSITION(pos);
float2 pack0 : TEXCOORD0;
float3 worldPos : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
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 = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = worldPos;
return o;
}
fixed4 frag_surf(v2f_surf IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
Input surfIN;
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
surfIN.uv_MainTex.x = 1.0;
surfIN.uv_MainTex = IN.pack0.xy;
float3 worldPos = IN.worldPos;
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
#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);
surf(surfIN, o);
UnityMetaInput metaIN;
UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
metaIN.Albedo = o.Albedo;
metaIN.Emission = o.Emission;
return UnityMetaFragment(metaIN);
}
ENDCG
}
}
FallBack "Diffuse"
}
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