avatar/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-StandardLite.shader
2022-09-27 20:47:45 -07:00

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Shader "VRChat/Mobile/Standard Lite"
{
Properties
{
_MainTex("Albedo", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
[NoScaleOffset] _MetallicGlossMap("Metallic(R) Smoothness(A) Map", 2D) = "white" {}
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 1.0
_Glossiness("Smoothness", Range(0.0, 1.0)) = 1.0
[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
[Toggle(_EMISSION)]_EnableEmission("Enable Emission", int) = 0
[NoScaleOffset] _EmissionMap("Emission", 2D) = "white" {}
_EmissionColor("Emission Color", Color) = (1,1,1)
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#define UNITY_BRDF_PBS BRDF2_Unity_PBS
#include "UnityPBSLighting.cginc"
#pragma surface surf StandardMobile exclude_path:prepass exclude_path:deferred noforwardadd noshadow nodynlightmap nolppv noshadowmask
#pragma target 3.0
#pragma multi_compile _ _EMISSION
#pragma multi_compile _ _SPECULARHIGHLIGHTS_OFF
#pragma multi_compile _GLOSSYREFLECTIONS_OFF
// -------------------------------------
struct Input
{
float2 uv_MainTex;
float4 color : COLOR;
};
struct SurfaceOutputStandardMobile
{
fixed3 Albedo; // base (diffuse or specular) color
float3 Normal; // tangent space normal, if written
half3 Emission;
half Metallic; // 0=non-metal, 1=metal
// Smoothness is the user facing name, it should be perceptual smoothness but user should not have to deal with it.
// Everywhere in the code you meet smoothness it is perceptual smoothness
half Smoothness; // 0=rough, 1=smooth
fixed Alpha; // alpha for transparencies
};
UNITY_DECLARE_TEX2D(_MainTex);
half4 _Color;
UNITY_DECLARE_TEX2D(_MetallicGlossMap);
uniform half _Glossiness;
uniform half _Metallic;
UNITY_DECLARE_TEX2D(_BumpMap);
uniform half _BumpScale;
UNITY_DECLARE_TEX2D(_EmissionMap);
half4 _EmissionColor;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
// -------------------------------------
inline half4 LightingStandardMobile(SurfaceOutputStandardMobile s, float3 viewDir, UnityGI gi)
{
s.Normal = normalize(s.Normal);
half oneMinusReflectivity;
half3 specColor;
s.Albedo = DiffuseAndSpecularFromMetallic(s.Albedo, s.Metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity);
half4 c = UNITY_BRDF_PBS(s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect);
UNITY_OPAQUE_ALPHA(c.a);
return c;
}
inline UnityGI UnityGI_BaseMobile(UnityGIInput data, half3 normalWorld)
{
UnityGI o_gi;
ResetUnityGI(o_gi);
o_gi.light = data.light;
o_gi.light.color *= data.atten;
#if UNITY_SHOULD_SAMPLE_SH
o_gi.indirect.diffuse = ShadeSHPerPixel(normalWorld, data.ambient, data.worldPos);
#endif
#if defined(LIGHTMAP_ON)
// Baked lightmaps
half4 bakedColorTex = UNITY_SAMPLE_TEX2D(unity_Lightmap, data.lightmapUV.xy);
half3 bakedColor = DecodeLightmap(bakedColorTex);
#ifdef DIRLIGHTMAP_COMBINED
fixed4 bakedDirTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, data.lightmapUV.xy);
o_gi.indirect.diffuse += DecodeDirectionalLightmap(bakedColor, bakedDirTex, normalWorld);
#else // not directional lightmap
o_gi.indirect.diffuse += bakedColor;
#endif
#endif
return o_gi;
}
inline half3 UnityGI_IndirectSpecularMobile(UnityGIInput data, Unity_GlossyEnvironmentData glossIn)
{
half3 specular;
#ifdef _GLOSSYREFLECTIONS_OFF
specular = unity_IndirectSpecColor.rgb;
#else
half3 env0 = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE(unity_SpecCube0), data.probeHDR[0], glossIn);
specular = env0;
#endif
return specular;
}
inline UnityGI UnityGlobalIlluminationMobile(UnityGIInput data, half3 normalWorld, Unity_GlossyEnvironmentData glossIn)
{
UnityGI o_gi = UnityGI_BaseMobile(data, normalWorld);
o_gi.indirect.specular = UnityGI_IndirectSpecularMobile(data, glossIn);
return o_gi;
}
inline void LightingStandardMobile_GI(SurfaceOutputStandardMobile s, UnityGIInput data, inout UnityGI gi)
{
Unity_GlossyEnvironmentData g = UnityGlossyEnvironmentSetup(s.Smoothness, data.worldViewDir, s.Normal, lerp(unity_ColorSpaceDielectricSpec.rgb, s.Albedo, s.Metallic));
gi = UnityGlobalIlluminationMobile(data, s.Normal, g);
}
void surf(Input IN, inout SurfaceOutputStandardMobile o)
{
// Albedo comes from a texture tinted by color
half4 albedoMap = UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex) * _Color * IN.color;
o.Albedo = albedoMap.rgb;
// Metallic and smoothness come from slider variables
half4 metallicGlossMap = UNITY_SAMPLE_TEX2D(_MetallicGlossMap, IN.uv_MainTex);
o.Metallic = metallicGlossMap.r * _Metallic;
o.Smoothness = metallicGlossMap.a * _Glossiness;
o.Normal = UnpackNormal(UNITY_SAMPLE_TEX2D(_BumpMap, IN.uv_MainTex));
#ifdef _EMISSION
o.Emission = UNITY_SAMPLE_TEX2D(_EmissionMap, IN.uv_MainTex) * _EmissionColor;
#endif
}
ENDCG
}
FallBack "VRChat/Mobile/Diffuse"
}