Files
PrinceOfGlory/Assets/JGW/Art/Shader/BaseShader.shader
kridoo 6e91a0c7f0 111
2025-09-15 17:32:08 +08:00

219 lines
8.5 KiB
Plaintext

Shader "Custom/Base_Shader"
{
Properties
{
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
[Enum(UnityEngine.Rendering.CullMode)] _Cull("Cull Mode", Float) = 2.0
[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
[Normal] _BumpMap("Normal Map", 2D) = "bump" {}
_BumpScale("Normal Scale", Float) = 1.0
[NoScaleOffset] _MRAE("MRAE Map (Metallic (R) Roughness (G) AO (B) Emissive (A))", 2D) = "white" {}
[Space(10)]
_Metallic("Metallic Intensity", Range(0.0, 1.0)) = 0.0
_MinSmoothness("MinRoughness Intensity", Range(0.0, 1.0)) = 0.0
_MaxSmoothness("MaxRoghness Intensity", Range(0.0, 1.0)) = 1
//[HideInInspector] _Smoothness("Smoothness Multiplier", Range(0.0, 1.0)) = 1.0
_OcclusionStrength("Occlusion Strength", Range(0.0, 1.0)) = 1.0
[Space(10)]
[HDR]_EmissionColorA("Emissive Color A", Color) = (0,0,0)
[HDR]_EmissionColorB("Emissive Color B", Color) = (1,1,1)
_EmissionIntensity("Emissive Intensity", Range(0.0, 20.0)) = 0.0
//[HideInInspector][HDR]_EmissionColor("Emission Color (Legacy)", Color) = (1,1,1)
[Space(10)]
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
[Space(10)]
// Editmode props
[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
[HideInInspector] _Surface("Surface Type", Float) = 0.0
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "Lit"
"IgnoreProjector" = "True"
}
LOD 300
Pass
{
Name "ForwardLit"
Tags
{
"LightMode" = "UniversalForward"
}
ZWrite On
Cull[_Cull]
HLSLPROGRAM
#pragma target 4.5
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#pragma shader_feature_local_fragment _SPECULAR_SETUP
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _LIGHT_LAYERS
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
#include "Assets\JGW\Art\Shader/CustomLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
half4 LitPassFragment(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
SurfaceData surfaceData;
InitializeStandardLitSurfaceData(input.uv, surfaceData);
half4 mrae = SAMPLE_TEXTURE2D(_MRAE, sampler_MRAE, input.uv);
surfaceData.metallic = saturate(mrae.r * _Metallic);
surfaceData.smoothness = saturate(lerp(_MinSmoothness, _MaxSmoothness, mrae.g));
surfaceData.occlusion = saturate(LerpWhiteTo(mrae.b, _OcclusionStrength));
surfaceData.emission = lerp(_EmissionColorA.rgb, _EmissionColorB.rgb, mrae.a) * mrae.a * _EmissionIntensity;
InputData inputData;
InitializeInputData(input, surfaceData.normalTS, inputData);
half4 color = UniversalFragmentPBR(inputData, surfaceData);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
color.a = OutputAlpha(color.a, _Surface);
return color;
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
ZWrite On
ZTest LEqual
ColorMask 0
Cull[_Cull]
HLSLPROGRAM
#pragma target 4.5
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma multi_compile_instancing
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Assets\JGW\Art\Shader/CustomLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
ZWrite On
ColorMask R
Cull[_Cull]
HLSLPROGRAM
#pragma target 4.5
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Assets\JGW\Art\Shader/CustomLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
ENDHLSL
}
Pass
{
Name "Meta"
Tags
{
"LightMode" = "Meta"
}
Cull Off
HLSLPROGRAM
#pragma target 4.5
#pragma vertex UniversalVertexMeta
#pragma fragment UniversalFragmentMetaLit
#pragma shader_feature EDITOR_VISUALIZATION
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _ALPHATEST_ON
#include "Assets\JGW\Art\Shader/CustomLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
ENDHLSL
}
}
FallBack "Hidden/Universal Render Pipeline/FallbackError"
}