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