Shader "FrozenBears/StandardUIRoughness" { Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo", 2D) = "white" {} _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _Glossiness("Roughness", Range(0.0, 1.0)) = 0.5 _SpecGlossMap("Roughness Map", 2D) = "white" {} _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 [Normal] _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 [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {} [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0 [Header(Stencil)] _StencilComp("Stencil Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float) = 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float) = 255 [Header(Ui)] [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", 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 RoughnessSetup ENDCG SubShader { Tags { "Queue"="Transparent" "RenderType"="Opaque" "PerformanceChecks"="False" } LOD 300 Stencil { Ref 1 Comp LEqual Pass Keep ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } // ------------------------------------------------------------------ // Base forward pass (directional light, emission, lightmaps, ...) Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] CGPROGRAM #pragma target 3.5 // ------------------------------------- #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _EMISSION #pragma shader_feature_local _METALLICGLOSSMAP #pragma shader_feature_local _SPECGLOSSMAP #pragma shader_feature_local _DETAIL_MULX2 #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local _GLOSSYREFLECTIONS_OFF #pragma shader_feature_local _PARALLAXMAP #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma multi_compile_instancing #pragma vertex vertBase #pragma fragment fragBase #include "UnityStandardCoreForward.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 3.5 // ------------------------------------- #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature_local _METALLICGLOSSMAP #pragma shader_feature_local _SPECGLOSSMAP #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local _DETAIL_MULX2 #pragma shader_feature_local _PARALLAXMAP #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 3.5 // ------------------------------------- #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature_local _METALLICGLOSSMAP #pragma shader_feature_local _PARALLAXMAP #pragma multi_compile_shadowcaster #pragma multi_compile_instancing #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_local _NORMALMAP #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _EMISSION #pragma shader_feature_local _METALLICGLOSSMAP #pragma shader_feature_local _SPECGLOSSMAP #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local _DETAIL_MULX2 #pragma shader_feature_local _PARALLAXMAP #pragma multi_compile_prepassfinal #pragma multi_compile_instancing #pragma vertex vertDeferred #pragma fragment fragDeferred #include "UnityStandardCore.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_local _METALLICGLOSSMAP #pragma shader_feature_local _SPECGLOSSMAP #pragma shader_feature_local _DETAIL_MULX2 #pragma shader_feature EDITOR_VISUALIZATION #include "UnityStandardMeta.cginc" 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_local _NORMALMAP #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _EMISSION #pragma shader_feature_local _METALLICGLOSSMAP #pragma shader_feature_local _SPECGLOSSMAP #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local _GLOSSYREFLECTIONS_OFF // SM2.0: NOT SUPPORTED shader_feature_local _DETAIL_MULX2 // SM2.0: NOT SUPPORTED shader_feature_local _PARALLAXMAP #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma vertex vertBase #pragma fragment fragBase #include "UnityStandardCoreForward.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_local _NORMALMAP #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature_local _METALLICGLOSSMAP #pragma shader_feature_local _SPECGLOSSMAP #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF // SM2.0: NOT SUPPORTED #pragma shader_feature_local _DETAIL_MULX2 // SM2.0: NOT SUPPORTED shader_feature_local _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_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature_local _METALLICGLOSSMAP #pragma shader_feature_local _SPECGLOSSMAP #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_local _METALLICGLOSSMAP #pragma shader_feature_local _SPECGLOSSMAP #pragma shader_feature_local _DETAIL_MULX2 #pragma shader_feature EDITOR_VISUALIZATION #include "UnityStandardMeta.cginc" ENDCG } } FallBack "VertexLit" CustomEditor "AutodeskInteractiveShaderGUI" }