// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) // Copy of the Unity standard shader with tweakable realtime GI emissive seperate from the visible emissive Shader "Merlin/World/Standard Video Emission" { 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 _MetaPassEmissiveBoost("Meta Pass Emissive Boost", Float) = 1.0 _TargetAspectRatio("Target Aspect Ratio", Float) = 1.7777777 [Toggle(_)]_IsAVProInput("Is AV Pro Input", Int) = 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] 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 fragBase #include "StandardVideoCore.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 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 fragAdd #include "StandardVideoCore.cginc" ENDCG } // ------------------------------------------------------------------ // Shadow rendering pass Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual CGPROGRAM #pragma target 3.0 // ------------------------------------- #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _METALLICGLOSSMAP #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #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" } 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 fragDeferred #include "StandardVideoCore.cginc" ENDCG } // ------------------------------------------------------------------ // Extracts information for lightmapping, GI (emission, albedo, ...) // This pass it not used during regular rendering. Pass { Name "META" Tags { "LightMode" = "Meta" } Cull Off CGPROGRAM #pragma vertex vert_meta #pragma fragment frag_meta #pragma shader_feature _EMISSION #pragma shader_feature _METALLICGLOSSMAP #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature ___ _DETAIL_MULX2 #pragma shader_feature EDITOR_VISUALIZATION #include "UnityCG.cginc" #include "UnityStandardInput.cginc" #include "UnityMetaPass.cginc" #include "StandardVideoCore.cginc" struct v2f_meta { float4 pos : SV_POSITION; float4 uv : TEXCOORD0; #ifdef EDITOR_VISUALIZATION float2 vizUV : TEXCOORD1; float4 lightCoord : TEXCOORD2; #endif }; float _MetaPassEmissiveBoost; v2f_meta vert_meta (VertexInput v) { v2f_meta o; o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST); o.uv = TexCoords(v); #ifdef EDITOR_VISUALIZATION o.vizUV = 0; o.lightCoord = 0; if (unity_VisualizationMode == EDITORVIZ_TEXTURE) o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.uv0.xy, v.uv1.xy, v.uv2.xy, unity_EditorViz_Texture_ST); else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK) { o.vizUV = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1))); } #endif return o; } // Albedo for lightmapping should basically be diffuse color. // But rough metals (black diffuse) still scatter quite a lot of light around, so // we want to take some of that into account too. half3 UnityLightmappingAlbedo (half3 diffuse, half3 specular, half smoothness) { half roughness = SmoothnessToRoughness(smoothness); half3 res = diffuse; res += specular * roughness * 0.5; return res; } float4 frag_meta (v2f_meta i) : SV_Target { // we're interested in diffuse & specular colors, // and surface roughness to produce final albedo. FragmentCommonData data = UNITY_SETUP_BRDF_INPUT (i.uv); UnityMetaInput o; UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o); #ifdef EDITOR_VISUALIZATION o.Albedo = data.diffColor; o.VizUV = i.vizUV; o.LightCoord = i.lightCoord; #else o.Albedo = UnityLightmappingAlbedo (data.diffColor, data.specColor, data.smoothness); #endif o.SpecularColor = data.specColor; o.Emission = VideoEmission(i.uv.xy) * _MetaPassEmissiveBoost; return UnityMetaFragment(o); } ENDCG } } SubShader { Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" } LOD 150 // ------------------------------------------------------------------ // Base forward pass (directional light, emission, lightmaps, ...) Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] CGPROGRAM #pragma target 2.0 #pragma shader_feature _NORMALMAP #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _EMISSION #pragma shader_feature _METALLICGLOSSMAP #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF // SM2.0: NOT SUPPORTED shader_feature ___ _DETAIL_MULX2 // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma vertex vertBase #pragma fragment fragBase #include "StandardVideoCore.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 CGPROGRAM #pragma target 2.0 #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 // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP #pragma skip_variants SHADOWS_SOFT #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile_fog #pragma vertex vertAdd #pragma fragment fragAdd #include "UnityStandardCoreForward.cginc" ENDCG } // ------------------------------------------------------------------ // Shadow rendering pass Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual CGPROGRAM #pragma target 2.0 #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _METALLICGLOSSMAP #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma skip_variants SHADOWS_SOFT #pragma multi_compile_shadowcaster #pragma vertex vertShadowCaster #pragma fragment fragShadowCaster #include "UnityStandardShadow.cginc" ENDCG } // ------------------------------------------------------------------ // Extracts information for lightmapping, GI (emission, albedo, ...) // This pass it not used during regular rendering. Pass { Name "META" Tags { "LightMode" = "Meta" } Cull Off CGPROGRAM #pragma vertex vert_meta #pragma fragment frag_meta #pragma shader_feature _EMISSION #pragma shader_feature _METALLICGLOSSMAP #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature ___ _DETAIL_MULX2 #pragma shader_feature EDITOR_VISUALIZATION #include "UnityStandardMeta.cginc" ENDCG } } FallBack "VertexLit" CustomEditor "StandardVideoEmissiveShaderGUI" }