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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