// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. Shader "ShadowSDK/Standard" { Properties { // Main maps. _Color("Color", Color) = (1.0, 1.0, 1.0, 1.0) _MainTex("Albedo", 2D) = "white" {} [Enum(AlbedoAlphaMode)] _AlbedoAlphaMode("Albedo Alpha Mode", Float) = 0 // "Transparency" [Toggle] _AlbedoAssignedAtRuntime("Albedo Assigned at Runtime", Float) = 0.0 _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 [Toggle(_CHANNEL_MAP)] _EnableChannelMap("Enable Channel Map", Float) = 0.0 [NoScaleOffset] _ChannelMap("Channel Map", 2D) = "white" {} [Toggle(_NORMAL_MAP)] _EnableNormalMap("Enable Normal Map", Float) = 0.0 [NoScaleOffset] _NormalMap("Normal Map", 2D) = "bump" {} _NormalMapScale("Scale", Float) = 1.0 [Toggle(_EMISSION)] _EnableEmission("Enable Emission", Float) = 0.0 [HDR]_EmissiveColor("Emissive Color", Color) = (0.0, 0.0, 0.0, 1.0) [Toggle(_TRIPLANAR_MAPPING)] _EnableTriplanarMapping("Triplanar Mapping", Float) = 0.0 [Toggle(_LOCAL_SPACE_TRIPLANAR_MAPPING)] _EnableLocalSpaceTriplanarMapping("Local Space", Float) = 0.0 _TriplanarMappingBlendSharpness("Blend Sharpness", Range(1.0, 16.0)) = 4.0 // Rendering options. [Toggle(_DIRECTIONAL_LIGHT)] _DirectionalLight("Directional Light", Float) = 1.0 [Toggle(_SPECULAR_HIGHLIGHTS)] _SpecularHighlights("Specular Highlights", Float) = 1.0 [Toggle(_SPHERICAL_HARMONICS)] _SphericalHarmonics("Spherical Harmonics", Float) = 0.0 [Toggle(_REFLECTIONS)] _Reflections("Reflections", Float) = 0.0 [Toggle(_REFRACTION)] _Refraction("Refraction", Float) = 0.0 _RefractiveIndex("Refractive Index", Range(0.0, 3.0)) = 0.0 [Toggle(_RIM_LIGHT)] _RimLight("Rim Light", Float) = 0.0 _RimColor("Rim Color", Color) = (0.5, 0.5, 0.5, 1.0) _RimPower("Rim Power", Range(0.0, 8.0)) = 0.25 [Toggle(_VERTEX_COLORS)] _VertexColors("Vertex Colors", Float) = 0.0 [Toggle(_VERTEX_EXTRUSION)] _VertexExtrusion("Vertex Extrusion", Float) = 0.0 _VertexExtrusionValue("Vertex Extrusion Value", Float) = 0.0 [Toggle(_VERTEX_EXTRUSION_SMOOTH_NORMALS)] _VertexExtrusionSmoothNormals("Vertex Extrusion Smooth Normals", Float) = 0.0 _BlendedClippingWidth("Blended Clipping With", Range(0.0, 10.0)) = 1.0 [Toggle(_CLIPPING_BORDER)] _ClippingBorder("Clipping Border", Float) = 0.0 _ClippingBorderWidth("Clipping Border Width", Range(0.0, 1.0)) = 0.025 _ClippingBorderColor("Clipping Border Color", Color) = (1.0, 0.2, 0.0, 1.0) [Toggle(_NEAR_PLANE_FADE)] _NearPlaneFade("Near Plane Fade", Float) = 0.0 [Toggle(_NEAR_LIGHT_FADE)] _NearLightFade("Near Light Fade", Float) = 0.0 _FadeBeginDistance("Fade Begin Distance", Range(0.0, 10.0)) = 0.85 _FadeCompleteDistance("Fade Complete Distance", Range(0.0, 10.0)) = 0.5 _FadeMinValue("Fade Min Value", Range(0.0, 1.0)) = 0.0 // Fluent options. [Toggle(_HOVER_LIGHT)] _HoverLight("Hover Light", Float) = 1.0 [Toggle(_HOVER_COLOR_OVERRIDE)] _EnableHoverColorOverride("Hover Color Override", Float) = 0.0 _HoverColorOverride("Hover Color Override", Color) = (1.0, 1.0, 1.0, 1.0) [Toggle(_PROXIMITY_LIGHT)] _ProximityLight("Proximity Light", Float) = 0.0 [Toggle(_PROXIMITY_LIGHT_COLOR_OVERRIDE)] _EnableProximityLightColorOverride("Proximity Light Color Override", Float) = 0.0 [HDR]_ProximityLightCenterColorOverride("Proximity Light Center Color Override", Color) = (1.0, 0.0, 0.0, 0.0) [HDR]_ProximityLightMiddleColorOverride("Proximity Light Middle Color Override", Color) = (0.0, 1.0, 0.0, 0.5) [HDR]_ProximityLightOuterColorOverride("Proximity Light Outer Color Override", Color) = (0.0, 0.0, 1.0, 1.0) [Toggle(_PROXIMITY_LIGHT_SUBTRACTIVE)] _ProximityLightSubtractive("Proximity Light Subtractive", Float) = 0.0 [Toggle(_PROXIMITY_LIGHT_TWO_SIDED)] _ProximityLightTwoSided("Proximity Light Two Sided", Float) = 0.0 _FluentLightIntensity("Fluent Light Intensity", Range(0.0, 1.0)) = 1.0 [Toggle(_ROUND_CORNERS)] _RoundCorners("Round Corners", Float) = 0.0 _RoundCornerRadius("Round Corner Radius", Range(0.0, 0.5)) = 0.25 _RoundCornerMargin("Round Corner Margin", Range(0.0, 0.5)) = 0.01 [Toggle(_INDEPENDENT_CORNERS)] _IndependentCorners("Independent Corners", Float) = 0.0 _RoundCornersRadius("Round Corners Radius", Vector) = (0.5 ,0.5, 0.5, 0.5) [Toggle(_BORDER_LIGHT)] _BorderLight("Border Light", Float) = 0.0 [Toggle(_BORDER_LIGHT_USES_HOVER_COLOR)] _BorderLightUsesHoverColor("Border Light Uses Hover Color", Float) = 0.0 [Toggle(_BORDER_LIGHT_REPLACES_ALBEDO)] _BorderLightReplacesAlbedo("Border Light Replaces Albedo", Float) = 0.0 [Toggle(_BORDER_LIGHT_OPAQUE)] _BorderLightOpaque("Border Light Opaque", Float) = 0.0 _BorderWidth("Border Width", Range(0.0, 1.0)) = 0.1 _BorderMinValue("Border Min Value", Range(0.0, 1.0)) = 0.1 _EdgeSmoothingValue("Edge Smoothing Value", Range(0.0, 0.2)) = 0.002 _BorderLightOpaqueAlpha("Border Light Opaque Alpha", Range(0.0, 1.0)) = 1.0 [Toggle(_INNER_GLOW)] _InnerGlow("Inner Glow", Float) = 0.0 _InnerGlowColor("Inner Glow Color (RGB) and Intensity (A)", Color) = (1.0, 1.0, 1.0, 0.75) _InnerGlowPower("Inner Glow Power", Range(2.0, 32.0)) = 4.0 [Toggle(_IRIDESCENCE)] _Iridescence("Iridescence", Float) = 0.0 [NoScaleOffset] _IridescentSpectrumMap("Iridescent Spectrum Map", 2D) = "white" {} _IridescenceIntensity("Iridescence Intensity", Range(0.0, 1.0)) = 0.5 _IridescenceThreshold("Iridescence Threshold", Range(0.0, 1.0)) = 0.05 _IridescenceAngle("Iridescence Angle", Range(-0.78, 0.78)) = -0.78 [Toggle(_ENVIRONMENT_COLORING)] _EnvironmentColoring("Environment Coloring", Float) = 0.0 _EnvironmentColorThreshold("Environment Color Threshold", Range(0.0, 3.0)) = 1.5 _EnvironmentColorIntensity("Environment Color Intensity", Range(0.0, 1.0)) = 0.5 _EnvironmentColorX("Environment Color X (RGB)", Color) = (1.0, 0.0, 0.0, 1.0) _EnvironmentColorY("Environment Color Y (RGB)", Color) = (0.0, 1.0, 0.0, 1.0) _EnvironmentColorZ("Environment Color Z (RGB)", Color) = (0.0, 0.0, 1.0, 1.0) // Advanced options. [Enum(RenderingMode)] _Mode("Rendering Mode", Float) = 0 // "Opaque" [Enum(CustomRenderingMode)] _CustomMode("Mode", Float) = 0 // "Opaque" [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Float) = 1 // "One" [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Float) = 0 // "Zero" [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp("Blend Operation", Float) = 0 // "Add" [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("Depth Test", Float) = 4 // "LessEqual" [Enum(DepthWrite)] _ZWrite("Depth Write", Float) = 1 // "On" _ZOffsetFactor("Depth Offset Factor", Float) = 0 // "Zero" _ZOffsetUnits("Depth Offset Units", Float) = 0 // "Zero" [Enum(UnityEngine.Rendering.ColorWriteMask)] _ColorWriteMask("Color Write Mask", Float) = 15 // "All" [Enum(UnityEngine.Rendering.CullMode)] _CullMode("Cull Mode", Float) = 2 // "Back" _RenderQueueOverride("Render Queue Override", Range(-1.0, 5000)) = -1 [Toggle(_INSTANCED_COLOR)] _InstancedColor("Instanced Color", Float) = 0.0 [Toggle(_IGNORE_Z_SCALE)] _IgnoreZScale("Ignore Z Scale", Float) = 0.0 [Toggle(_STENCIL)] _Stencil("Enable Stencil Testing", Float) = 0.0 _StencilReference("Stencil Reference", Range(0, 255)) = 0 [Enum(UnityEngine.Rendering.CompareFunction)]_StencilComparison("Stencil Comparison", Int) = 0 [Enum(UnityEngine.Rendering.StencilOp)]_StencilOperation("Stencil Operation", Int) = 0 } SubShader { Pass { Name "Main" Tags{ "RenderType" = "Opaque" "LightMode" = "ForwardBase" } LOD 100 Blend[_SrcBlend][_DstBlend] BlendOp[_BlendOp] ZTest[_ZTest] ZWrite[_ZWrite] Cull[_CullMode] Offset[_ZOffsetFactor],[_ZOffsetUnits] ColorMask[_ColorWriteMask] Stencil { Ref[_StencilReference] Comp[_StencilComparison] Pass[_StencilOperation] } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ _CLIPPING_PLANE _CLIPPING_SPHERE _CLIPPING_BOX #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON #pragma shader_feature _DISABLE_ALBEDO_MAP #pragma shader_feature _ _METALLIC_TEXTURE_ALBEDO_CHANNEL_A _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature _CHANNEL_MAP #pragma shader_feature _NORMAL_MAP #pragma shader_feature _EMISSION #pragma shader_feature _TRIPLANAR_MAPPING #pragma shader_feature _LOCAL_SPACE_TRIPLANAR_MAPPING #pragma shader_feature _DIRECTIONAL_LIGHT #pragma shader_feature _SPECULAR_HIGHLIGHTS #pragma shader_feature _SPHERICAL_HARMONICS #pragma shader_feature _REFLECTIONS #pragma shader_feature _REFRACTION #pragma shader_feature _RIM_LIGHT #pragma shader_feature _VERTEX_COLORS #pragma shader_feature _VERTEX_EXTRUSION #pragma shader_feature _VERTEX_EXTRUSION_SMOOTH_NORMALS #pragma shader_feature _CLIPPING_BORDER #pragma shader_feature _NEAR_PLANE_FADE #pragma shader_feature _NEAR_LIGHT_FADE #pragma shader_feature _HOVER_LIGHT #pragma shader_feature _HOVER_COLOR_OVERRIDE #pragma shader_feature _PROXIMITY_LIGHT #pragma shader_feature _PROXIMITY_LIGHT_COLOR_OVERRIDE #pragma shader_feature _PROXIMITY_LIGHT_SUBTRACTIVE #pragma shader_feature _PROXIMITY_LIGHT_TWO_SIDED #pragma shader_feature _ROUND_CORNERS #pragma shader_feature _INDEPENDENT_CORNERS #pragma shader_feature _BORDER_LIGHT #pragma shader_feature _BORDER_LIGHT_USES_HOVER_COLOR #pragma shader_feature _BORDER_LIGHT_REPLACES_ALBEDO #pragma shader_feature _BORDER_LIGHT_OPAQUE #pragma shader_feature _INNER_GLOW #pragma shader_feature _IRIDESCENCE #pragma shader_feature _ENVIRONMENT_COLORING #pragma shader_feature _INSTANCED_COLOR #pragma shader_feature _IGNORE_Z_SCALE #define IF(a, b, c) lerp(b, c, step((fixed) (a), 0.0)); #include "UnityCG.cginc" #include "UnityStandardConfig.cginc" #include "UnityStandardUtils.cginc" #include "ShadowShaderUtils.cginc" // This define will get commented in by the UpgradeShaderForLightweightRenderPipeline method. //#define _LIGHTWEIGHT_RENDER_PIPELINE #if defined(_TRIPLANAR_MAPPING) || defined(_DIRECTIONAL_LIGHT) || defined(_SPHERICAL_HARMONICS) || defined(_REFLECTIONS) || defined(_RIM_LIGHT) || defined(_PROXIMITY_LIGHT) || defined(_ENVIRONMENT_COLORING) #define _NORMAL #else #undef _NORMAL #endif #if defined(_CLIPPING_PLANE) || defined(_CLIPPING_SPHERE) || defined(_CLIPPING_BOX) #define _CLIPPING_PRIMITIVE #else #undef _CLIPPING_PRIMITIVE #endif #if defined(_NORMAL) || defined(_CLIPPING_PRIMITIVE) || defined(_NEAR_PLANE_FADE) || defined(_HOVER_LIGHT) || defined(_PROXIMITY_LIGHT) #define _WORLD_POSITION #else #undef _WORLD_POSITION #endif #if defined(_ALPHATEST_ON) || defined(_CLIPPING_PRIMITIVE) || defined(_ROUND_CORNERS) #define _ALPHA_CLIP #else #undef _ALPHA_CLIP #endif #if defined(_ALPHABLEND_ON) #define _TRANSPARENT #undef _ALPHA_CLIP #else #undef _TRANSPARENT #endif #if defined(_VERTEX_EXTRUSION) || defined(_ROUND_CORNERS) || defined(_BORDER_LIGHT) #define _SCALE #else #undef _SCALE #endif #if defined(_DIRECTIONAL_LIGHT) || defined(_RIM_LIGHT) #define _FRESNEL #else #undef _FRESNEL #endif #if defined(_ROUND_CORNERS) || defined(_BORDER_LIGHT) || defined(_INNER_GLOW) #define _DISTANCE_TO_EDGE #else #undef _DISTANCE_TO_EDGE #endif #if !defined(_DISABLE_ALBEDO_MAP) || defined(_TRIPLANAR_MAPPING) || defined(_CHANNEL_MAP) || defined(_NORMAL_MAP) || defined(_DISTANCE_TO_EDGE) || defined(_IRIDESCENCE) #define _UV #else #undef _UV #endif struct appdata_t { float4 vertex : POSITION; // The default UV channel used for texturing. float2 uv : TEXCOORD0; #if defined(LIGHTMAP_ON) // Reserved for Unity's light map UVs. float2 uv1 : TEXCOORD1; #endif // Used for smooth normal data (or UGUI scaling data). float4 uv2 : TEXCOORD2; // Used for UGUI scaling data. float2 uv3 : TEXCOORD3; #if defined(_VERTEX_COLORS) fixed4 color : COLOR0; #endif fixed3 normal : NORMAL; #if defined(_NORMAL_MAP) fixed4 tangent : TANGENT; #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 position : SV_POSITION; #if defined(_BORDER_LIGHT) float4 uv : TEXCOORD0; #elif defined(_UV) float2 uv : TEXCOORD0; #endif #if defined(LIGHTMAP_ON) float2 lightMapUV : TEXCOORD1; #endif #if defined(_VERTEX_COLORS) fixed4 color : COLOR0; #endif #if defined(_SPHERICAL_HARMONICS) fixed3 ambient : COLOR1; #endif #if defined(_IRIDESCENCE) fixed3 iridescentColor : COLOR2; #endif #if defined(_WORLD_POSITION) #if defined(_NEAR_PLANE_FADE) float4 worldPosition : TEXCOORD2; #else float3 worldPosition : TEXCOORD2; #endif #endif #if defined(_SCALE) float3 scale : TEXCOORD3; #endif #if defined(_NORMAL) #if defined(_TRIPLANAR_MAPPING) fixed3 worldNormal : COLOR3; fixed3 triplanarNormal : COLOR4; float3 triplanarPosition : TEXCOORD6; #elif defined(_NORMAL_MAP) fixed3 tangentX : COLOR3; fixed3 tangentY : COLOR4; fixed3 tangentZ : COLOR5; #else fixed3 worldNormal : COLOR3; #endif #endif UNITY_VERTEX_OUTPUT_STEREO #if defined(_INSTANCED_COLOR) UNITY_VERTEX_INPUT_INSTANCE_ID #endif }; #if defined(_INSTANCED_COLOR) UNITY_INSTANCING_BUFFER_START(Props) UNITY_DEFINE_INSTANCED_PROP(float4, _Color) UNITY_INSTANCING_BUFFER_END(Props) #else fixed4 _Color; #endif sampler2D _MainTex; fixed4 _MainTex_ST; #if defined(_ALPHA_CLIP) fixed _Cutoff; #endif fixed _Metallic; fixed _Smoothness; #if defined(_CHANNEL_MAP) sampler2D _ChannelMap; #endif #if defined(_NORMAL_MAP) sampler2D _NormalMap; float _NormalMapScale; #endif #if defined(_EMISSION) fixed4 _EmissiveColor; #endif #if defined(_TRIPLANAR_MAPPING) float _TriplanarMappingBlendSharpness; #endif #if defined(_DIRECTIONAL_LIGHT) #if defined(_LIGHTWEIGHT_RENDER_PIPELINE) CBUFFER_START(_LightBuffer) float4 _MainLightPosition; half4 _MainLightColor; CBUFFER_END #else fixed4 _LightColor0; #endif #endif #if defined(_REFRACTION) fixed _RefractiveIndex; #endif #if defined(_RIM_LIGHT) fixed3 _RimColor; fixed _RimPower; #endif #if defined(_VERTEX_EXTRUSION) float _VertexExtrusionValue; #endif #if defined(_CLIPPING_PLANE) fixed _ClipPlaneSide; float4 _ClipPlane; #endif #if defined(_CLIPPING_SPHERE) fixed _ClipSphereSide; float4 _ClipSphere; #endif #if defined(_CLIPPING_BOX) fixed _ClipBoxSide; float4 _ClipBoxSize; float4x4 _ClipBoxInverseTransform; #endif #if defined(_CLIPPING_PRIMITIVE) float _BlendedClippingWidth; #endif #if defined(_CLIPPING_BORDER) fixed _ClippingBorderWidth; fixed3 _ClippingBorderColor; #endif #if defined(_NEAR_PLANE_FADE) float _FadeBeginDistance; float _FadeCompleteDistance; fixed _FadeMinValue; #endif #if defined(_HOVER_LIGHT) || defined(_NEAR_LIGHT_FADE) #define HOVER_LIGHT_COUNT 2 #define HOVER_LIGHT_DATA_SIZE 2 float4 _HoverLightData[HOVER_LIGHT_COUNT * HOVER_LIGHT_DATA_SIZE]; #if defined(_HOVER_COLOR_OVERRIDE) fixed3 _HoverColorOverride; #endif #endif #if defined(_PROXIMITY_LIGHT) || defined(_NEAR_LIGHT_FADE) #define PROXIMITY_LIGHT_COUNT 2 #define PROXIMITY_LIGHT_DATA_SIZE 6 float4 _ProximityLightData[PROXIMITY_LIGHT_COUNT * PROXIMITY_LIGHT_DATA_SIZE]; #if defined(_PROXIMITY_LIGHT_COLOR_OVERRIDE) float4 _ProximityLightCenterColorOverride; float4 _ProximityLightMiddleColorOverride; float4 _ProximityLightOuterColorOverride; #endif #endif #if defined(_HOVER_LIGHT) || defined(_PROXIMITY_LIGHT) || defined(_BORDER_LIGHT) fixed _FluentLightIntensity; #endif #if defined(_ROUND_CORNERS) #if defined(_INDEPENDENT_CORNERS) float4 _RoundCornersRadius; #else fixed _RoundCornerRadius; #endif fixed _RoundCornerMargin; #endif #if defined(_BORDER_LIGHT) fixed _BorderWidth; fixed _BorderMinValue; #endif #if defined(_BORDER_LIGHT_OPAQUE) fixed _BorderLightOpaqueAlpha; #endif #if defined(_ROUND_CORNERS) || defined(_BORDER_LIGHT) fixed _EdgeSmoothingValue; #endif #if defined(_INNER_GLOW) fixed4 _InnerGlowColor; fixed _InnerGlowPower; #endif #if defined(_IRIDESCENCE) sampler2D _IridescentSpectrumMap; fixed _IridescenceIntensity; fixed _IridescenceThreshold; fixed _IridescenceAngle; #endif #if defined(_ENVIRONMENT_COLORING) fixed _EnvironmentColorThreshold; fixed _EnvironmentColorIntensity; fixed3 _EnvironmentColorX; fixed3 _EnvironmentColorY; fixed3 _EnvironmentColorZ; #endif #if defined(_DIRECTIONAL_LIGHT) static const fixed _MinMetallicLightContribution = 0.7; static const fixed _IblContribution = 0.1; #endif #if defined(_SPECULAR_HIGHLIGHTS) static const float _Shininess = 800.0; #endif #if defined(_FRESNEL) static const float _FresnelPower = 8.0; #endif #if defined(_NEAR_LIGHT_FADE) static const float _MaxNearLightDistance = 10.0; inline float NearLightDistance(float4 light, float3 worldPosition) { return distance(worldPosition, light.xyz) + ((1.0 - light.w) * _MaxNearLightDistance); } #endif #if defined(_HOVER_LIGHT) inline float HoverLight(float4 hoverLight, float inverseRadius, float3 worldPosition) { return (1.0 - saturate(length(hoverLight.xyz - worldPosition) * inverseRadius)) * hoverLight.w; } #endif #if defined(_PROXIMITY_LIGHT) inline float ProximityLight(float4 proximityLight, float4 proximityLightParams, float4 proximityLightPulseParams, float3 worldPosition, float3 worldNormal, out fixed colorValue) { float proximityLightDistance = dot(proximityLight.xyz - worldPosition, worldNormal); #if defined(_PROXIMITY_LIGHT_TWO_SIDED) worldNormal = IF(proximityLightDistance < 0.0, -worldNormal, worldNormal); proximityLightDistance = abs(proximityLightDistance); #endif float normalizedProximityLightDistance = saturate(proximityLightDistance * proximityLightParams.y); float3 projectedProximityLight = proximityLight.xyz - (worldNormal * abs(proximityLightDistance)); float projectedProximityLightDistance = length(projectedProximityLight - worldPosition); float attenuation = (1.0 - normalizedProximityLightDistance) * proximityLight.w; colorValue = saturate(projectedProximityLightDistance * proximityLightParams.z); float pulse = step(proximityLightPulseParams.x, projectedProximityLightDistance) * proximityLightPulseParams.y; return smoothstep(1.0, 0.0, projectedProximityLightDistance / (proximityLightParams.x * max(pow(normalizedProximityLightDistance, 0.25), proximityLightParams.w))) * pulse * attenuation; } inline fixed3 MixProximityLightColor(fixed4 centerColor, fixed4 middleColor, fixed4 outerColor, fixed t) { fixed3 color = lerp(centerColor.rgb, middleColor.rgb, smoothstep(centerColor.a, middleColor.a, t)); return lerp(color, outerColor, smoothstep(middleColor.a, outerColor.a, t)); } #endif #if defined(_ROUND_CORNERS) inline float PointVsRoundedBox(float2 position, float2 cornerCircleDistance, float cornerCircleRadius) { return length(max(abs(position) - cornerCircleDistance, 0.0)) - cornerCircleRadius; } inline fixed RoundCornersSmooth(float2 position, float2 cornerCircleDistance, float cornerCircleRadius) { return smoothstep(1.0, 0.0, PointVsRoundedBox(position, cornerCircleDistance, cornerCircleRadius) / _EdgeSmoothingValue); } inline fixed RoundCorners(float2 position, float2 cornerCircleDistance, float cornerCircleRadius) { #if defined(_TRANSPARENT) return RoundCornersSmooth(position, cornerCircleDistance, cornerCircleRadius); #else return (PointVsRoundedBox(position, cornerCircleDistance, cornerCircleRadius) < 0.0); #endif } #endif #if defined(_IRIDESCENCE) fixed3 Iridescence(float tangentDotIncident, sampler2D spectrumMap, float threshold, float2 uv, float angle, float intensity) { float k = tangentDotIncident * 0.5 + 0.5; float4 left = tex2D(spectrumMap, float2(lerp(0.0, 1.0 - threshold, k), 0.5), float2(0.0, 0.0), float2(0.0, 0.0)); float4 right = tex2D(spectrumMap, float2(lerp(threshold, 1.0, k), 0.5), float2(0.0, 0.0), float2(0.0, 0.0)); float2 XY = uv - float2(0.5, 0.5); float s = (cos(angle) * XY.x - sin(angle) * XY.y) / cos(angle); return (left.rgb + s * (right.rgb - left.rgb)) * intensity; } #endif v2f vert(appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #if defined(_INSTANCED_COLOR) UNITY_TRANSFER_INSTANCE_ID(v, o); #endif float4 vertexPosition = v.vertex; #if defined(_WORLD_POSITION) || defined(_VERTEX_EXTRUSION) float3 worldVertexPosition = mul(unity_ObjectToWorld, vertexPosition).xyz; #endif #if defined(_SCALE) o.scale.x = length(mul(unity_ObjectToWorld, float4(1.0, 0.0, 0.0, 0.0))); o.scale.y = length(mul(unity_ObjectToWorld, float4(0.0, 1.0, 0.0, 0.0))); #if defined(_IGNORE_Z_SCALE) o.scale.z = o.scale.x; #else o.scale.z = length(mul(unity_ObjectToWorld, float4(0.0, 0.0, 1.0, 0.0))); #endif #if !defined(_VERTEX_EXTRUSION_SMOOTH_NORMALS) // uv3.y will contain a negative value when rendered by a UGUI and ScaleMeshEffect. if (v.uv3.y < 0.0) { o.scale.x *= v.uv2.x; o.scale.y *= v.uv2.y; o.scale.z *= v.uv3.x; } #endif #endif fixed3 localNormal = v.normal; #if defined(_NORMAL) || defined(_VERTEX_EXTRUSION) fixed3 worldNormal = UnityObjectToWorldNormal(localNormal); #endif #if defined(_VERTEX_EXTRUSION) #if defined(_VERTEX_EXTRUSION_SMOOTH_NORMALS) worldVertexPosition += UnityObjectToWorldNormal(v.uv2 * o.scale) * _VertexExtrusionValue; #else worldVertexPosition += worldNormal * _VertexExtrusionValue; #endif vertexPosition = mul(unity_WorldToObject, float4(worldVertexPosition, 1.0)); #endif o.position = UnityObjectToClipPos(vertexPosition); #if defined(_WORLD_POSITION) o.worldPosition.xyz = worldVertexPosition; #endif #if defined(_NEAR_PLANE_FADE) float rangeInverse = 1.0 / (_FadeBeginDistance - _FadeCompleteDistance); #if defined(_NEAR_LIGHT_FADE) float fadeDistance = _MaxNearLightDistance; [unroll] for (int hoverLightIndex = 0; hoverLightIndex < HOVER_LIGHT_COUNT; ++hoverLightIndex) { int dataIndex = hoverLightIndex * HOVER_LIGHT_DATA_SIZE; fadeDistance = min(fadeDistance, NearLightDistance(_HoverLightData[dataIndex], o.worldPosition)); } [unroll] for (int proximityLightIndex = 0; proximityLightIndex < PROXIMITY_LIGHT_COUNT; ++proximityLightIndex) { int dataIndex = proximityLightIndex * PROXIMITY_LIGHT_DATA_SIZE; fadeDistance = min(fadeDistance, NearLightDistance(_ProximityLightData[dataIndex], o.worldPosition)); } #else float fadeDistance = -UnityObjectToViewPos(vertexPosition).z; #endif o.worldPosition.w = max(saturate(mad(fadeDistance, rangeInverse, -_FadeCompleteDistance * rangeInverse)), _FadeMinValue); #endif #if defined(_BORDER_LIGHT) || defined(_ROUND_CORNERS) o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex); float minScale = min(min(o.scale.x, o.scale.y), o.scale.z); #if defined(_BORDER_LIGHT) float maxScale = max(max(o.scale.x, o.scale.y), o.scale.z); float minOverMiddleScale = minScale / (o.scale.x + o.scale.y + o.scale.z - minScale - maxScale); float areaYZ = o.scale.y * o.scale.z; float areaXZ = o.scale.z * o.scale.x; float areaXY = o.scale.x * o.scale.y; float borderWidth = _BorderWidth; #endif if (abs(localNormal.x) == 1.0) // Y,Z plane. { o.scale.x = o.scale.z; o.scale.y = o.scale.y; #if defined(_BORDER_LIGHT) if (areaYZ > areaXZ && areaYZ > areaXY) { borderWidth *= minOverMiddleScale; } #endif } else if (abs(localNormal.y) == 1.0) // X,Z plane. { o.scale.x = o.scale.x; o.scale.y = o.scale.z; #if defined(_BORDER_LIGHT) if (areaXZ > areaXY && areaXZ > areaYZ) { borderWidth *= minOverMiddleScale; } #endif } else // X,Y plane. { o.scale.x = o.scale.x; o.scale.y = o.scale.y; #if defined(_BORDER_LIGHT) if (areaXY > areaYZ && areaXY > areaXZ) { borderWidth *= minOverMiddleScale; } #endif } o.scale.z = minScale; #if defined(_BORDER_LIGHT) float scaleRatio = min(o.scale.x, o.scale.y) / max(o.scale.x, o.scale.y); o.uv.z = IF(o.scale.x > o.scale.y, 1.0 - (borderWidth * scaleRatio), 1.0 - borderWidth); o.uv.w = IF(o.scale.x > o.scale.y, 1.0 - borderWidth, 1.0 - (borderWidth * scaleRatio)); #endif #elif defined(_UV) o.uv = TRANSFORM_TEX(v.uv, _MainTex); #endif #if defined(LIGHTMAP_ON) o.lightMapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif #if defined(_VERTEX_COLORS) o.color = v.color; #endif #if defined(_SPHERICAL_HARMONICS) o.ambient = ShadeSH9(float4(worldNormal, 1.0)); #endif #if defined(_IRIDESCENCE) float3 rightTangent = normalize(mul((float3x3)unity_ObjectToWorld, float3(1.0, 0.0, 0.0))); float3 incidentWithCenter = normalize(mul(unity_ObjectToWorld, float4(0.0, 0.0, 0.0, 1.0)) - _WorldSpaceCameraPos); float tangentDotIncident = dot(rightTangent, incidentWithCenter); o.iridescentColor = Iridescence(tangentDotIncident, _IridescentSpectrumMap, _IridescenceThreshold, v.uv, _IridescenceAngle, _IridescenceIntensity); #endif #if defined(_NORMAL) #if defined(_TRIPLANAR_MAPPING) o.worldNormal = worldNormal; #if defined(_LOCAL_SPACE_TRIPLANAR_MAPPING) o.triplanarNormal = localNormal; o.triplanarPosition = vertexPosition; #else o.triplanarNormal = worldNormal; o.triplanarPosition = o.worldPosition; #endif #elif defined(_NORMAL_MAP) fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBitangent = cross(worldNormal, worldTangent) * tangentSign; o.tangentX = fixed3(worldTangent.x, worldBitangent.x, worldNormal.x); o.tangentY = fixed3(worldTangent.y, worldBitangent.y, worldNormal.y); o.tangentZ = fixed3(worldTangent.z, worldBitangent.z, worldNormal.z); #else o.worldNormal = worldNormal; #endif #endif return o; } fixed4 frag(v2f i, fixed facing : VFACE) : SV_Target { #if defined(_INSTANCED_COLOR) UNITY_SETUP_INSTANCE_ID(i); #endif #if defined(_TRIPLANAR_MAPPING) // Calculate triplanar uvs and apply texture scale and offset values like TRANSFORM_TEX. fixed3 triplanarBlend = pow(abs(i.triplanarNormal), _TriplanarMappingBlendSharpness); triplanarBlend /= dot(triplanarBlend, fixed3(1.0, 1.0, 1.0)); float2 uvX = i.triplanarPosition.zy * _MainTex_ST.xy + _MainTex_ST.zw; float2 uvY = i.triplanarPosition.xz * _MainTex_ST.xy + _MainTex_ST.zw; float2 uvZ = i.triplanarPosition.xy * _MainTex_ST.xy + _MainTex_ST.zw; // Ternary operator is 2 instructions faster than sign() when we don't care about zero returning a zero sign. float3 axisSign = i.triplanarNormal < 0 ? -1 : 1; uvX.x *= axisSign.x; uvY.x *= axisSign.y; uvZ.x *= -axisSign.z; #endif // Texturing. #if defined(_DISABLE_ALBEDO_MAP) fixed4 albedo = fixed4(1.0, 1.0, 1.0, 1.0); #else #if defined(_TRIPLANAR_MAPPING) fixed4 albedo = tex2D(_MainTex, uvX) * triplanarBlend.x + tex2D(_MainTex, uvY) * triplanarBlend.y + tex2D(_MainTex, uvZ) * triplanarBlend.z; #else fixed4 albedo = tex2D(_MainTex, i.uv); #endif #endif #ifdef LIGHTMAP_ON albedo.rgb *= DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.lightMapUV)); #endif #if defined(_CHANNEL_MAP) fixed4 channel = tex2D(_ChannelMap, i.uv); _Metallic = channel.r; albedo.rgb *= channel.g; _Smoothness = channel.a; #else #if defined(_METALLIC_TEXTURE_ALBEDO_CHANNEL_A) _Metallic = albedo.a; albedo.a = 1.0; #elif defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) _Smoothness = albedo.a; albedo.a = 1.0; #endif #endif // Primitive clipping. #if defined(_CLIPPING_PRIMITIVE) float primitiveDistance = 1.0; #if defined(_CLIPPING_PLANE) primitiveDistance = min(primitiveDistance, PointVsPlane(i.worldPosition.xyz, _ClipPlane) * _ClipPlaneSide); #endif #if defined(_CLIPPING_SPHERE) primitiveDistance = min(primitiveDistance, PointVsSphere(i.worldPosition.xyz, _ClipSphere) * _ClipSphereSide); #endif #if defined(_CLIPPING_BOX) primitiveDistance = min(primitiveDistance, PointVsBox(i.worldPosition.xyz, _ClipBoxSize.xyz, _ClipBoxInverseTransform) * _ClipBoxSide); #endif #if defined(_CLIPPING_BORDER) fixed3 primitiveBorderColor = lerp(_ClippingBorderColor, fixed3(0.0, 0.0, 0.0), primitiveDistance / _ClippingBorderWidth); albedo.rgb += primitiveBorderColor * IF((primitiveDistance < _ClippingBorderWidth), 1.0, 0.0); #endif #endif #if defined(_DISTANCE_TO_EDGE) fixed2 distanceToEdge; distanceToEdge.x = abs(i.uv.x - 0.5) * 2.0; distanceToEdge.y = abs(i.uv.y - 0.5) * 2.0; #endif // Rounded corner clipping. #if defined(_ROUND_CORNERS) float2 halfScale = i.scale.xy * 0.5; float2 roundCornerPosition = distanceToEdge * halfScale; fixed currentCornerRadius; #if defined(_INDEPENDENT_CORNERS) _RoundCornersRadius = clamp(_RoundCornersRadius, 0, 0.5); if (i.uv.x < 0.5) { if (i.uv.y > 0.5) { currentCornerRadius = _RoundCornersRadius.x; } else { currentCornerRadius = _RoundCornersRadius.w; } } else { if (i.uv.y > 0.5) { currentCornerRadius = _RoundCornersRadius.y; } else { currentCornerRadius = _RoundCornersRadius.z; } } #else currentCornerRadius = _RoundCornerRadius; #endif float cornerCircleRadius = saturate(max(currentCornerRadius - _RoundCornerMargin, 0.01)) * i.scale.z; float2 cornerCircleDistance = halfScale - (_RoundCornerMargin * i.scale.z) - cornerCircleRadius; float roundCornerClip = RoundCorners(roundCornerPosition, cornerCircleDistance, cornerCircleRadius); #endif #if defined(_INSTANCED_COLOR) albedo *= UNITY_ACCESS_INSTANCED_PROP(Props, _Color); #else albedo *= _Color; #endif #if defined(_VERTEX_COLORS) albedo *= i.color; #endif #if defined(_IRIDESCENCE) albedo.rgb += i.iridescentColor; #endif // Normal calculation. #if defined(_NORMAL) fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPosition.xyz)); #if defined(_REFLECTIONS) || defined(_ENVIRONMENT_COLORING) fixed3 incident = -worldViewDir; #endif fixed3 worldNormal; #if defined(_NORMAL_MAP) #if defined(_TRIPLANAR_MAPPING) fixed3 tangentNormalX = UnpackScaleNormal(tex2D(_NormalMap, uvX), _NormalMapScale); fixed3 tangentNormalY = UnpackScaleNormal(tex2D(_NormalMap, uvY), _NormalMapScale); fixed3 tangentNormalZ = UnpackScaleNormal(tex2D(_NormalMap, uvZ), _NormalMapScale); tangentNormalX.x *= axisSign.x; tangentNormalY.x *= axisSign.y; tangentNormalZ.x *= -axisSign.z; // Swizzle world normals to match tangent space and apply Whiteout normal blend. tangentNormalX = fixed3(tangentNormalX.xy + i.worldNormal.zy, tangentNormalX.z * i.worldNormal.x); tangentNormalY = fixed3(tangentNormalY.xy + i.worldNormal.xz, tangentNormalY.z * i.worldNormal.y); tangentNormalZ = fixed3(tangentNormalZ.xy + i.worldNormal.xy, tangentNormalZ.z * i.worldNormal.z); // Swizzle tangent normals to match world normal and blend together. worldNormal = normalize(tangentNormalX.zyx * triplanarBlend.x + tangentNormalY.xzy * triplanarBlend.y + tangentNormalZ.xyz * triplanarBlend.z); #else fixed3 tangentNormal = UnpackScaleNormal(tex2D(_NormalMap, i.uv), _NormalMapScale); worldNormal.x = dot(i.tangentX, tangentNormal); worldNormal.y = dot(i.tangentY, tangentNormal); worldNormal.z = dot(i.tangentZ, tangentNormal); worldNormal = normalize(worldNormal) * facing; #endif #else worldNormal = normalize(i.worldNormal) * facing; #endif #endif fixed pointToLight = 1.0; fixed3 fluentLightColor = fixed3(0.0, 0.0, 0.0); // Hover light. #if defined(_HOVER_LIGHT) pointToLight = 0.0; [unroll] for (int hoverLightIndex = 0; hoverLightIndex < HOVER_LIGHT_COUNT; ++hoverLightIndex) { int dataIndex = hoverLightIndex * HOVER_LIGHT_DATA_SIZE; fixed hoverValue = HoverLight(_HoverLightData[dataIndex], _HoverLightData[dataIndex + 1].w, i.worldPosition.xyz); pointToLight += hoverValue; #if !defined(_HOVER_COLOR_OVERRIDE) fluentLightColor += lerp(fixed3(0.0, 0.0, 0.0), _HoverLightData[dataIndex + 1].rgb, hoverValue); #endif } #if defined(_HOVER_COLOR_OVERRIDE) fluentLightColor = _HoverColorOverride.rgb * pointToLight; #endif #endif // Proximity light. #if defined(_PROXIMITY_LIGHT) #if !defined(_HOVER_LIGHT) pointToLight = 0.0; #endif [unroll] for (int proximityLightIndex = 0; proximityLightIndex < PROXIMITY_LIGHT_COUNT; ++proximityLightIndex) { int dataIndex = proximityLightIndex * PROXIMITY_LIGHT_DATA_SIZE; fixed colorValue; fixed proximityValue = ProximityLight(_ProximityLightData[dataIndex], _ProximityLightData[dataIndex + 1], _ProximityLightData[dataIndex + 2], i.worldPosition.xyz, worldNormal, colorValue); pointToLight += proximityValue; #if defined(_PROXIMITY_LIGHT_COLOR_OVERRIDE) fixed3 proximityColor = MixProximityLightColor(_ProximityLightCenterColorOverride, _ProximityLightMiddleColorOverride, _ProximityLightOuterColorOverride, colorValue); #else fixed3 proximityColor = MixProximityLightColor(_ProximityLightData[dataIndex + 3], _ProximityLightData[dataIndex + 4], _ProximityLightData[dataIndex + 5], colorValue); #endif #if defined(_PROXIMITY_LIGHT_SUBTRACTIVE) fluentLightColor -= lerp(fixed3(0.0, 0.0, 0.0), proximityColor, proximityValue); #else fluentLightColor += lerp(fixed3(0.0, 0.0, 0.0), proximityColor, proximityValue); #endif } #endif // Border light. #if defined(_BORDER_LIGHT) fixed borderValue; #if defined(_ROUND_CORNERS) fixed borderMargin = _RoundCornerMargin + _BorderWidth * 0.5; cornerCircleRadius = saturate(max(currentCornerRadius - borderMargin, 0.01)) * i.scale.z; cornerCircleDistance = halfScale - (borderMargin * i.scale.z) - cornerCircleRadius; borderValue = 1.0 - RoundCornersSmooth(roundCornerPosition, cornerCircleDistance, cornerCircleRadius); #else borderValue = max(smoothstep(i.uv.z - _EdgeSmoothingValue, i.uv.z + _EdgeSmoothingValue, distanceToEdge.x), smoothstep(i.uv.w - _EdgeSmoothingValue, i.uv.w + _EdgeSmoothingValue, distanceToEdge.y)); #endif #if defined(_HOVER_LIGHT) && defined(_BORDER_LIGHT_USES_HOVER_COLOR) && defined(_HOVER_COLOR_OVERRIDE) fixed3 borderColor = _HoverColorOverride.rgb; #else fixed3 borderColor = fixed3(1.0, 1.0, 1.0); #endif fixed3 borderContribution = borderColor * borderValue * _BorderMinValue * _FluentLightIntensity; #if defined(_BORDER_LIGHT_REPLACES_ALBEDO) albedo.rgb = lerp(albedo.rgb, borderContribution, borderValue); #else albedo.rgb += borderContribution; #endif #if defined(_HOVER_LIGHT) || defined(_PROXIMITY_LIGHT) albedo.rgb += (fluentLightColor * borderValue * pointToLight * _FluentLightIntensity) * 2.0; #endif #if defined(_BORDER_LIGHT_OPAQUE) albedo.a = max(albedo.a, borderValue * _BorderLightOpaqueAlpha); #endif #endif #if defined(_ROUND_CORNERS) albedo *= roundCornerClip; pointToLight *= roundCornerClip; #endif #if defined(_ALPHA_CLIP) #if !defined(_ALPHATEST_ON) _Cutoff = 0.5; #endif #if defined(_CLIPPING_PRIMITIVE) albedo *= (primitiveDistance > 0.0); #endif clip(albedo.a - _Cutoff); albedo.a = 1.0; #endif // Blinn phong lighting. #if defined(_DIRECTIONAL_LIGHT) #if defined(_LIGHTWEIGHT_RENDER_PIPELINE) float4 directionalLightDirection = _MainLightPosition; #else float4 directionalLightDirection = _WorldSpaceLightPos0; #endif fixed diffuse = max(0.0, dot(worldNormal, directionalLightDirection)); #if defined(_SPECULAR_HIGHLIGHTS) fixed halfVector = max(0.0, dot(worldNormal, normalize(directionalLightDirection + worldViewDir))); fixed specular = saturate(pow(halfVector, _Shininess * pow(_Smoothness, 4.0)) * (_Smoothness * 2.0) * _Metallic); #else fixed specular = 0.0; #endif #endif // Image based lighting (attempt to mimic the Standard shader). #if defined(_REFLECTIONS) fixed3 worldReflection = reflect(incident, worldNormal); fixed4 iblData = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, worldReflection, (1.0 - _Smoothness) * UNITY_SPECCUBE_LOD_STEPS); fixed3 ibl = DecodeHDR(iblData, unity_SpecCube0_HDR); #if defined(_REFRACTION) fixed4 refractColor = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, refract(incident, worldNormal, _RefractiveIndex)); ibl *= DecodeHDR(refractColor, unity_SpecCube0_HDR); #endif #else fixed3 ibl = unity_IndirectSpecColor.rgb; #endif // Fresnel lighting. #if defined(_FRESNEL) fixed fresnel = 1.0 - saturate(abs(dot(worldViewDir, worldNormal))); #if defined(_RIM_LIGHT) fixed3 fresnelColor = _RimColor * pow(fresnel, _RimPower); #else fixed3 fresnelColor = unity_IndirectSpecColor.rgb * (pow(fresnel, _FresnelPower) * max(_Smoothness, 0.5)); #endif #endif // Final lighting mix. fixed4 output = albedo; #if defined(_SPHERICAL_HARMONICS) fixed3 ambient = i.ambient; #else fixed3 ambient = glstate_lightmodel_ambient + fixed3(0.25, 0.25, 0.25); #endif fixed minProperty = min(_Smoothness, _Metallic); #if defined(_DIRECTIONAL_LIGHT) fixed oneMinusMetallic = (1.0 - _Metallic); output.rgb = lerp(output.rgb, ibl, minProperty); #if defined(_LIGHTWEIGHT_RENDER_PIPELINE) fixed3 directionalLightColor = _MainLightColor.rgb; #else fixed3 directionalLightColor = _LightColor0.rgb; #endif output.rgb *= lerp((ambient + directionalLightColor * diffuse + directionalLightColor * specular) * max(oneMinusMetallic, _MinMetallicLightContribution), albedo, minProperty); output.rgb += (directionalLightColor * albedo * specular) + (directionalLightColor * specular * _Smoothness); output.rgb += ibl * oneMinusMetallic * _IblContribution; #elif defined(_REFLECTIONS) output.rgb = lerp(output.rgb, ibl, minProperty); output.rgb *= lerp(ambient, albedo, minProperty); #elif defined(_SPHERICAL_HARMONICS) output.rgb *= ambient; #endif #if defined(_FRESNEL) #if defined(_RIM_LIGHT) || !defined(_REFLECTIONS) output.rgb += fresnelColor; #else output.rgb += fresnelColor * (1.0 - minProperty); #endif #endif #if defined(_EMISSION) #if defined(_CHANNEL_MAP) output.rgb += _EmissiveColor * channel.b; #else output.rgb += _EmissiveColor; #endif #endif // Inner glow. #if defined(_INNER_GLOW) fixed2 uvGlow = pow(distanceToEdge * _InnerGlowColor.a, _InnerGlowPower); output.rgb += lerp(fixed3(0.0, 0.0, 0.0), _InnerGlowColor.rgb, uvGlow.x + uvGlow.y); #endif // Environment coloring. #if defined(_ENVIRONMENT_COLORING) fixed3 environmentColor = incident.x * incident.x * _EnvironmentColorX + incident.y * incident.y * _EnvironmentColorY + incident.z * incident.z * _EnvironmentColorZ; output.rgb += environmentColor * max(0.0, dot(incident, worldNormal) + _EnvironmentColorThreshold) * _EnvironmentColorIntensity; #endif #if defined(_NEAR_PLANE_FADE) output *= i.worldPosition.w; #endif // Hover and proximity lighting should occur after near plane fading. #if defined(_HOVER_LIGHT) || defined(_PROXIMITY_LIGHT) output.rgb += fluentLightColor * _FluentLightIntensity * pointToLight; #endif // Perform non-alpha clipped primitive clipping on the final output. #if defined(_CLIPPING_PRIMITIVE) && !defined(_ALPHA_CLIP) output *= saturate(primitiveDistance * (1.0f / _BlendedClippingWidth)); #endif return output; } ENDCG } // Extracts information for lightmapping, GI (emission, albedo, ...) // This pass it not used during regular rendering. Pass { Name "Meta" Tags { "LightMode" = "Meta" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma shader_feature EDITOR_VISUALIZATION #pragma shader_feature _EMISSION #pragma shader_feature _CHANNEL_MAP #include "UnityCG.cginc" #include "UnityMetaPass.cginc" // This define will get commented in by the UpgradeShaderForLightweightRenderPipeline method. //#define _LIGHTWEIGHT_RENDER_PIPELINE struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; float4 _MainTex_ST; v2f vert(appdata_full v) { v2f o; o.vertex = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } sampler2D _MainTex; sampler2D _ChannelMap; fixed4 _Color; fixed4 _EmissiveColor; #if defined(_LIGHTWEIGHT_RENDER_PIPELINE) CBUFFER_START(_LightBuffer) float4 _MainLightPosition; half4 _MainLightColor; CBUFFER_END #else fixed4 _LightColor0; #endif half4 frag(v2f i) : SV_Target { UnityMetaInput output; UNITY_INITIALIZE_OUTPUT(UnityMetaInput, output); output.Albedo = tex2D(_MainTex, i.uv) * _Color; #if defined(_EMISSION) #if defined(_CHANNEL_MAP) output.Emission += tex2D(_ChannelMap, i.uv).b * _EmissiveColor; #else output.Emission += _EmissiveColor; #endif #endif #if defined(_LIGHTWEIGHT_RENDER_PIPELINE) output.SpecularColor = _MainLightColor.rgb; #else output.SpecularColor = _LightColor0.rgb; #endif return UnityMetaFragment(output); } ENDCG } } Fallback "Hidden/InternalErrorShader" }