Shader "DevDen/DoubleSide/Standard DS" { Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo", 2D) = "white" {} _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 _MetallicGlossMap("Metallic", 2D) = "white" {} [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 _BumpScale("Scale", Float) = 1.0 _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" {} _EmissionColor("Color", Color) = (0,0,0) _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 // 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 #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] ZWrite[_ZWrite] Cull Off CGPROGRAM #pragma target 3.0 // ------------------------------------- #pragma shader_feature _NORMALMAP #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _EMISSION #pragma shader_feature _METALLICGLOSSMAP #pragma shader_feature ___ _DETAIL_MULX2 #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF #pragma shader_feature _PARALLAXMAP #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma multi_compile_instancing // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes. //#pragma multi_compile _ LOD_FADE_CROSSFADE #pragma vertex vertBase #pragma fragment fragBaseDS #include "StandardDSCoreForward.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 ZWrite Off ZTest LEqual Cull Off CGPROGRAM #pragma target 3.0 // ------------------------------------- #pragma shader_feature _NORMALMAP #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _METALLICGLOSSMAP #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF #pragma shader_feature ___ _DETAIL_MULX2 #pragma shader_feature _PARALLAXMAP #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile_fog // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes. //#pragma multi_compile _ LOD_FADE_CROSSFADE #pragma vertex vertAdd #pragma fragment fragAddDS #include "StandardDSCoreForward.cginc" ENDCG } // ------------------------------------------------------------------ // Shadow rendering pass Pass{ Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual Cull Off CGPROGRAM #pragma target 3.0 // ------------------------------------- #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _METALLICGLOSSMAP #pragma shader_feature _PARALLAXMAP #pragma multi_compile_shadowcaster #pragma multi_compile_instancing // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes. //#pragma multi_compile _ LOD_FADE_CROSSFADE #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 #pragma exclude_renderers nomrt // ------------------------------------- #pragma shader_feature _NORMALMAP #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _EMISSION #pragma shader_feature _METALLICGLOSSMAP #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF #pragma shader_feature ___ _DETAIL_MULX2 #pragma shader_feature _PARALLAXMAP #pragma multi_compile_prepassfinal #pragma multi_compile_instancing // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes. //#pragma multi_compile _ LOD_FADE_CROSSFADE #pragma vertex vertDeferred #pragma fragment fragDeferredDS #include "UnityStandardCore.cginc" void fragDeferredDS( VertexOutputDeferred i, in float face : VFACE, out half4 outGBuffer0 : SV_Target0, out half4 outGBuffer1 : SV_Target1, out half4 outGBuffer2 : SV_Target2, out half4 outEmission : SV_Target3 // RT3: emission (rgb), --unused-- (a) #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) ,out half4 outShadowMask : SV_Target4 // RT4: shadowmask (rgba) #endif ) { #if (SHADER_TARGET < 30) outGBuffer0 = 1; outGBuffer1 = 1; outGBuffer2 = 0; outEmission = 0; #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) outShadowMask = 1; #endif return; #endif UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy); FRAGMENT_SETUP(s) float _sign = sign(face); /// flip direction of normal based on sign of face float3 normal = s.normalWorld * _sign; s.normalWorld = normal; // no analytic lights in this pass UnityLight dummyLight = DummyLight(); half atten = 1; // only GI half occlusion = Occlusion(i.tex.xy); #if UNITY_ENABLE_REFLECTION_BUFFERS bool sampleReflectionsInDeferred = false; #else bool sampleReflectionsInDeferred = true; #endif UnityGI gi = FragmentGI(s, occlusion, i.ambientOrLightmapUV, atten, dummyLight, sampleReflectionsInDeferred); half3 emissiveColor = UNITY_BRDF_PBS(s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect).rgb; #ifdef _EMISSION emissiveColor += Emission(i.tex.xy); #endif #ifndef UNITY_HDR_ON emissiveColor.rgb = exp2(-emissiveColor.rgb); #endif UnityStandardData data; data.diffuseColor = s.diffColor; data.occlusion = occlusion; data.specularColor = s.specColor; data.smoothness = s.smoothness; data.normalWorld = s.normalWorld; UnityStandardDataToGbuffer(data, outGBuffer0, outGBuffer1, outGBuffer2); // Emissive lighting buffer outEmission = half4(emissiveColor, 1); // Baked direct lighting occlusion if any #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) outShadowMask = UnityGetRawBakedOcclusions(i.ambientOrLightmapUV.xy, IN_WORLDPOS(i)); #endif } ENDCG } } FallBack "VertexLit" CustomEditor "StandardShaderGUI" }