Files
adriadri6972 d3d9c5f833 upload project
2025-07-31 15:21:08 +02:00

87 lines
3.9 KiB
GLSL

Shader "Simulation/Standard Lit"
{
Properties
{
// Simulation/Legacy/Room X-Ray properties
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_BumpMap ("Normal Map", 2D) = "bump" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
[HideInInspector] _Mode ("__mode", Float) = 0.0
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
[HideInInspector] [MainColor] _BaseColor("Color", Color) = (1,1,1,1)
[HideInInspector] [MainTexture] _BaseMap("Albedo", 2D) = "white" {}
[HideInInspector] _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
[HideInInspector] _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
[HideInInspector] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
[HideInInspector] _MetallicGlossMap("Metallic", 2D) = "white" {}
[HideInInspector] _SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
[HideInInspector] _SpecGlossMap("Specular", 2D) = "white" {}
[HideInInspector] [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[HideInInspector] [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
[HideInInspector] _BumpScale("Scale", Float) = 1.0
[HideInInspector] _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
[HideInInspector] _OcclusionMap("Occlusion", 2D) = "white" {}
[HideInInspector] _EmissionColor("Color", Color) = (0,0,0)
[HideInInspector] _EmissionMap("Emission", 2D) = "white" {}
// Blending state
[HideInInspector] _Surface("__surface", Float) = 0.0
[HideInInspector] _Blend("__blend", Float) = 0.0
[HideInInspector] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
[HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
[HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
[HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0
[HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
[HideInInspector] _ReceiveShadows("Receive Shadows", Float) = 1.0
// Editmode props
[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
// ObsoleteProperties
[HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
[HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
}
SubShader
{
PackageRequirements
{
"com.unity.render-pipelines.universal": "12.0"
}
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
// material work with both Universal Render Pipeline and Builtin Unity Pipeline
Tags {"RenderType" = "Opaque" "Queue"="Geometry-10" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
LOD 300
// ------------------------------------------------------------------
// Forward pass. Shades all light in a single pass. GI + emission + Fog
UsePass "Universal Render Pipeline/Lit/ForwardLit"
UsePass "Universal Render Pipeline/Lit/ShadowCaster"
UsePass "Universal Render Pipeline/Lit/DepthOnly"
// This pass it not used during regular rendering, only for lightmap baking.
UsePass "Universal Render Pipeline/Lit/Meta"
}
Fallback "Simulation/Legacy/Standard"
CustomEditor "UnityEditor.XR.Simulation.Rendering.MaterialInspector"
}