Merge branch 'RHeavenStudio:master' into fancy-fix
This commit is contained in:
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106
Assets/ColorMask/Scripts/MaterialUpdateExample.cs
Normal file
106
Assets/ColorMask/Scripts/MaterialUpdateExample.cs
Normal file
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using UnityEngine;
|
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using System.Collections;
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using System.Collections.Generic;
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public class MaterialUpdateExample : MonoBehaviour {
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public Material material;
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public List<Renderer> renderers = new List<Renderer>();
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//If running in the unity editor store the original ColorMask color values so they can be reset when the Game stops running
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#if UNITY_EDITOR
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private Color redColorReset;
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private Color greenColorReset;
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private Color blueColorReset;
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private Color alphaColorReset;
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void Start ()
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{
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if (material != null)
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{
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//Store the original ColorMask color values
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redColorReset = material.GetColor("_RedColor");
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greenColorReset = material.GetColor("_GreenColor");
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blueColorReset = material.GetColor("_BlueColor");
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alphaColorReset = material.GetColor("_AlphaColor");
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}
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}
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void OnDestroy ()
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{
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if (material != null)
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{
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//Reset to the original ColorMask color values
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material.SetColor("_RedColor", redColorReset);
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material.SetColor("_GreenColor", greenColorReset);
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material.SetColor("_BlueColor", blueColorReset);
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material.SetColor("_AlphaColor", alphaColorReset);
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}
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}
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#endif
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void Update ()
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{
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//Esc Exit - PC Standalone Build
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#if UNITY_STANDALONE_WIN
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if (Input.GetKey("escape"))
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Application.Quit();
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#endif
|
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if (material != null)
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{
|
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//Stores a value of time scaled
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float value = Time.time * 0.12f;
|
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|
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//Calculates cyclical invert and fade values between zero and one
|
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float invert = Mathf.Pow (Mathf.Min(1f + Mathf.Sin(value * Mathf.PI), 1f), 7.5f);
|
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float fade = Mathf.Max(invert, Mathf.Pow (Mathf.Min(1f + Mathf.Sin(value * 2f * Mathf.PI), 1f), 7.5f) );
|
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|
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//Converts value to a number between 0 and 1 which is converted to a color
|
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//Also applies fade alpha value to red and green
|
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Color redColor = ConvertValueToColor (value % 1f) * new Color(1f, 1f, 1f, fade);
|
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Color greenColor = ConvertValueToColor ( (value + 0.03125f) % 1f) * new Color(0.5f, 0.5f, 0.5f, fade);
|
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Color blueColor = ConvertValueToColor ( (value + 0.75f) % 1f);
|
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Color alphaColor = ConvertValueToColor ( (value + 0.78125f) % 1f) * new Color(0.5f, 0.5f, 0.5f, 1f);
|
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|
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//Invert set red and alpha colors when invert value approaches zero
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redColor = Color.Lerp(new Color(1f - redColor.r, 1f - redColor.g, 1f - redColor.b, redColor.a), redColor, invert);
|
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alphaColor = Color.Lerp(new Color(1f - alphaColor.r, 1f - alphaColor.g, 1f - alphaColor.b, alphaColor.a), alphaColor, invert);
|
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|
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//Apply the new colors to the ColorMask material colors
|
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material.SetColor("_RedColor", redColor);
|
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material.SetColor("_GreenColor", greenColor);
|
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material.SetColor("_BlueColor", blueColor);
|
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material.SetColor("_AlphaColor", alphaColor);
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}
|
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|
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//If a static gameObject which uses a ColorMask shader affects another static gameObject(s)' Precomputed Realtime GI, then this code is necessary to see the updated GI
|
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for (int i = 0; i < renderers.Count; i++)
|
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{
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if (renderers[i] != null)
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{
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RendererExtensions.UpdateGIMaterials(renderers[i]);
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}
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}
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}
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|
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//This converts a value between 0 and 1 to a color between Red, Yellow, Green, Cyan, Blue and Magenta
|
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Color ConvertValueToColor (float value)
|
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{
|
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List<Color> Rainbow = new List<Color>();
|
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Rainbow.Add(Color.red);
|
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Rainbow.Add(Color.yellow);
|
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Rainbow.Add(Color.green);
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Rainbow.Add(Color.cyan);
|
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Rainbow.Add(Color.blue);
|
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Rainbow.Add(Color.magenta);
|
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Rainbow.Add(Color.red);
|
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float RainbowCount = Rainbow.Count - 1;
|
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float idfloat = value * RainbowCount;
|
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int id = (int)idfloat;
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return Color.Lerp(Rainbow[id], Rainbow[id + 1], (idfloat - (float)id) % 1f);
|
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}
|
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}
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Assets/ColorMask/Scripts/MaterialUpdateExample.cs.meta
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342
Assets/ColorMask/Shaders/ColorMaskStandard.shader
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342
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Normal file
|
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Shader "ColorMask/Standard"
|
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{
|
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Properties
|
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{
|
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_Color("Color", Color) = (1,1,1,1)
|
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_MainTex("Albedo", 2D) = "white" {}
|
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|
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
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|
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_ColorMaskTex("Color Mask", 2D) = "black" {}
|
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_RedColor("Red Color", Color) = (1,1,1,1)
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_GreenColor("Green Color", Color) = (1,1,1,1)
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_BlueColor("Blue Color", Color) = (1,1,1,1)
|
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_AlphaColor("Alpha Color", Color) = (1,1,1,1)
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_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
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_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
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[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0
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[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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_MetallicGlossMap("Metallic", 2D) = "white" {}
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
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_BumpScale("Scale", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
|
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_ParallaxMap ("Height Map", 2D) = "black" {}
|
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|
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_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
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_OcclusionMap("Occlusion", 2D) = "white" {}
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_EmissionColor("Color", Color) = (0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
|
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|
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_DetailMask("Detail Mask", 2D) = "white" {}
|
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_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
|
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_DetailNormalMapScale("Scale", Float) = 1.0
|
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_DetailNormalMap("Normal Map", 2D) = "bump" {}
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[Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
|
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// Blending state
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[HideInInspector] _Mode ("__mode", Float) = 0.0
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[HideInInspector] _SrcBlend ("__src", Float) = 1.0
|
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[HideInInspector] _DstBlend ("__dst", Float) = 0.0
|
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[HideInInspector] _ZWrite ("__zw", Float) = 1.0
|
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}
|
||||
|
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CGINCLUDE
|
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#define UNITY_SETUP_BRDF_INPUT MetallicSetup
|
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ENDCG
|
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SubShader
|
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{
|
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Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
|
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LOD 300
|
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|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Base forward pass (directional light, emission, lightmaps, ...)
|
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Pass
|
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{
|
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Name "FORWARD"
|
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Tags { "LightMode" = "ForwardBase" }
|
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|
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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 vertex vertBase
|
||||
#pragma fragment fragBase
|
||||
#include "ColorMaskStandardCoreForward.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
|
||||
|
||||
|
||||
#pragma vertex vertAdd
|
||||
#pragma fragment fragAdd
|
||||
#include "ColorMaskStandardCoreForward.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 multi_compile_shadowcaster
|
||||
|
||||
#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 ___ UNITY_HDR_ON
|
||||
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
|
||||
#pragma multi_compile ___ DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
||||
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
|
||||
|
||||
#pragma vertex vertDeferred
|
||||
#pragma fragment fragDeferred
|
||||
|
||||
#include "ColorMaskStandardCore.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 target 2.5
|
||||
|
||||
#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
|
||||
|
||||
#include "ColorMaskStandardMeta.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 2.5
|
||||
|
||||
#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 DIRLIGHTMAP_SEPARATE
|
||||
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex vertBase
|
||||
#pragma fragment fragBase
|
||||
#include "ColorMaskStandardCoreForward.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 2.5
|
||||
|
||||
#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 "ColorMaskStandardCoreForward.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 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 target 2.5
|
||||
|
||||
#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
|
||||
|
||||
#include "ColorMaskStandardMeta.cginc"
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "ColorMaskStandardShaderGUI"
|
||||
}
|
9
Assets/ColorMask/Shaders/ColorMaskStandard.shader.meta
Normal file
9
Assets/ColorMask/Shaders/ColorMaskStandard.shader.meta
Normal file
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0179f1693b517f3428e6d259da489c15
|
||||
timeCreated: 1435093425
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
694
Assets/ColorMask/Shaders/ColorMaskStandardCore.cginc
Normal file
694
Assets/ColorMask/Shaders/ColorMaskStandardCore.cginc
Normal file
|
@ -0,0 +1,694 @@
|
|||
#ifndef UNITY_STANDARD_CORE_INCLUDED
|
||||
#define UNITY_STANDARD_CORE_INCLUDED
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#include "UnityInstancing.cginc"
|
||||
#include "UnityStandardConfig.cginc"
|
||||
#include "ColorMaskStandardInput.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "UnityStandardUtils.cginc"
|
||||
#include "UnityGBuffer.cginc"
|
||||
#include "UnityStandardBRDF.cginc"
|
||||
|
||||
#include "AutoLight.cginc"
|
||||
//-------------------------------------------------------------------------------------
|
||||
// counterpart for NormalizePerPixelNormal
|
||||
// skips normalization per-vertex and expects normalization to happen per-pixel
|
||||
half3 NormalizePerVertexNormal (float3 n) // takes float to avoid overflow
|
||||
{
|
||||
#if (SHADER_TARGET < 30) || UNITY_STANDARD_SIMPLE
|
||||
return normalize(n);
|
||||
#else
|
||||
return n; // will normalize per-pixel instead
|
||||
#endif
|
||||
}
|
||||
|
||||
half3 NormalizePerPixelNormal (half3 n)
|
||||
{
|
||||
#if (SHADER_TARGET < 30) || UNITY_STANDARD_SIMPLE
|
||||
return n;
|
||||
#else
|
||||
return normalize(n);
|
||||
#endif
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
UnityLight MainLight ()
|
||||
{
|
||||
UnityLight l;
|
||||
#if !defined(LIGHTMAP_ON)
|
||||
l.color = _LightColor0.rgb;
|
||||
l.dir = _WorldSpaceLightPos0.xyz;
|
||||
l.ndotl = 0; // Not used
|
||||
#else
|
||||
// no light specified by the engine
|
||||
// analytical light might be extracted from Lightmap data later on in the shader depending on the Lightmap type
|
||||
// Should be ResetUnityLight() call but can't move the function to a UnityLightingCommon.cginc header because it break UBER shader on asset store...
|
||||
l.color = half3(0, 0, 0);
|
||||
l.dir = half3(0, 1, 0); // Irrelevant direction, just not null
|
||||
l.ndotl = 0; // Not used
|
||||
#endif
|
||||
|
||||
return l;
|
||||
}
|
||||
|
||||
UnityLight AdditiveLight (half3 lightDir, half atten)
|
||||
{
|
||||
UnityLight l;
|
||||
|
||||
l.color = _LightColor0.rgb;
|
||||
l.dir = lightDir;
|
||||
#ifndef USING_DIRECTIONAL_LIGHT
|
||||
l.dir = NormalizePerPixelNormal(l.dir);
|
||||
#endif
|
||||
|
||||
// shadow the light
|
||||
l.color *= atten;
|
||||
return l;
|
||||
}
|
||||
|
||||
UnityLight DummyLight ()
|
||||
{
|
||||
UnityLight l;
|
||||
l.color = 0;
|
||||
l.dir = half3 (0,1,0);
|
||||
return l;
|
||||
}
|
||||
|
||||
UnityIndirect ZeroIndirect ()
|
||||
{
|
||||
UnityIndirect ind;
|
||||
ind.diffuse = 0;
|
||||
ind.specular = 0;
|
||||
return ind;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
// Common fragment setup
|
||||
|
||||
// deprecated
|
||||
half3 WorldNormal(half4 tan2world[3])
|
||||
{
|
||||
return normalize(tan2world[2].xyz);
|
||||
}
|
||||
|
||||
// deprecated
|
||||
#ifdef _TANGENT_TO_WORLD
|
||||
half3x3 ExtractTangentToWorldPerPixel(half4 tan2world[3])
|
||||
{
|
||||
half3 t = tan2world[0].xyz;
|
||||
half3 b = tan2world[1].xyz;
|
||||
half3 n = tan2world[2].xyz;
|
||||
|
||||
#if UNITY_TANGENT_ORTHONORMALIZE
|
||||
n = NormalizePerPixelNormal(n);
|
||||
|
||||
// ortho-normalize Tangent
|
||||
t = normalize (t - n * dot(t, n));
|
||||
|
||||
// recalculate Binormal
|
||||
half3 newB = cross(n, t);
|
||||
b = newB * sign (dot (newB, b));
|
||||
#endif
|
||||
|
||||
return half3x3(t, b, n);
|
||||
}
|
||||
#else
|
||||
half3x3 ExtractTangentToWorldPerPixel(half4 tan2world[3])
|
||||
{
|
||||
return half3x3(0,0,0,0,0,0,0,0,0);
|
||||
}
|
||||
#endif
|
||||
|
||||
half3 PerPixelWorldNormal(float4 i_tex, half4 tangentToWorld[3])
|
||||
{
|
||||
#ifdef _NORMALMAP
|
||||
half3 tangent = tangentToWorld[0].xyz;
|
||||
half3 binormal = tangentToWorld[1].xyz;
|
||||
half3 normal = tangentToWorld[2].xyz;
|
||||
|
||||
#if UNITY_TANGENT_ORTHONORMALIZE
|
||||
normal = NormalizePerPixelNormal(normal);
|
||||
|
||||
// ortho-normalize Tangent
|
||||
tangent = normalize (tangent - normal * dot(tangent, normal));
|
||||
|
||||
// recalculate Binormal
|
||||
half3 newB = cross(normal, tangent);
|
||||
binormal = newB * sign (dot (newB, binormal));
|
||||
#endif
|
||||
|
||||
half3 normalTangent = NormalInTangentSpace(i_tex);
|
||||
half3 normalWorld = NormalizePerPixelNormal(tangent * normalTangent.x + binormal * normalTangent.y + normal * normalTangent.z); // @TODO: see if we can squeeze this normalize on SM2.0 as well
|
||||
#else
|
||||
half3 normalWorld = normalize(tangentToWorld[2].xyz);
|
||||
#endif
|
||||
return normalWorld;
|
||||
}
|
||||
|
||||
#ifdef _PARALLAXMAP
|
||||
#define IN_VIEWDIR4PARALLAX(i) NormalizePerPixelNormal(half3(i.tangentToWorldAndParallax[0].w,i.tangentToWorldAndParallax[1].w,i.tangentToWorldAndParallax[2].w))
|
||||
#define IN_VIEWDIR4PARALLAX_FWDADD(i) NormalizePerPixelNormal(i.viewDirForParallax.xyz)
|
||||
#else
|
||||
#define IN_VIEWDIR4PARALLAX(i) half3(0,0,0)
|
||||
#define IN_VIEWDIR4PARALLAX_FWDADD(i) half3(0,0,0)
|
||||
#endif
|
||||
|
||||
#if UNITY_REQUIRE_FRAG_WORLDPOS
|
||||
#define IN_WORLDPOS(i) i.posWorld
|
||||
#else
|
||||
#define IN_WORLDPOS(i) half3(0,0,0)
|
||||
#endif
|
||||
|
||||
#define IN_LIGHTDIR_FWDADD(i) half3(i.tangentToWorldAndLightDir[0].w, i.tangentToWorldAndLightDir[1].w, i.tangentToWorldAndLightDir[2].w)
|
||||
|
||||
#define FRAGMENT_SETUP(x) FragmentCommonData x = \
|
||||
FragmentSetup(i.tex, i.eyeVec, IN_VIEWDIR4PARALLAX(i), i.tangentToWorldAndParallax, IN_WORLDPOS(i));
|
||||
|
||||
#define FRAGMENT_SETUP_FWDADD(x) FragmentCommonData x = \
|
||||
FragmentSetup(i.tex, i.eyeVec, IN_VIEWDIR4PARALLAX_FWDADD(i), i.tangentToWorldAndLightDir, half3(0,0,0));
|
||||
|
||||
struct FragmentCommonData
|
||||
{
|
||||
half3 diffColor, specColor;
|
||||
// Note: smoothness & oneMinusReflectivity for optimization purposes, mostly for DX9 SM2.0 level.
|
||||
// Most of the math is being done on these (1-x) values, and that saves a few precious ALU slots.
|
||||
half oneMinusReflectivity, smoothness;
|
||||
half3 normalWorld, eyeVec, posWorld;
|
||||
half alpha;
|
||||
|
||||
#if UNITY_OPTIMIZE_TEXCUBELOD || UNITY_STANDARD_SIMPLE
|
||||
half3 reflUVW;
|
||||
#endif
|
||||
|
||||
#if UNITY_STANDARD_SIMPLE
|
||||
half3 tangentSpaceNormal;
|
||||
#endif
|
||||
};
|
||||
|
||||
#ifndef UNITY_SETUP_BRDF_INPUT
|
||||
#define UNITY_SETUP_BRDF_INPUT SpecularSetup
|
||||
#endif
|
||||
|
||||
inline FragmentCommonData SpecularSetup (float4 i_tex)
|
||||
{
|
||||
half4 specGloss = SpecularGloss(i_tex.xy);
|
||||
half3 specColor = specGloss.rgb;
|
||||
half smoothness = specGloss.a;
|
||||
|
||||
half oneMinusReflectivity;
|
||||
half3 diffColor = EnergyConservationBetweenDiffuseAndSpecular (Albedo(i_tex), specColor, /*out*/ oneMinusReflectivity);
|
||||
|
||||
FragmentCommonData o = (FragmentCommonData)0;
|
||||
o.diffColor = diffColor;
|
||||
o.specColor = specColor;
|
||||
o.oneMinusReflectivity = oneMinusReflectivity;
|
||||
o.smoothness = smoothness;
|
||||
return o;
|
||||
}
|
||||
|
||||
inline FragmentCommonData MetallicSetup (float4 i_tex)
|
||||
{
|
||||
half2 metallicGloss = MetallicGloss(i_tex.xy);
|
||||
half metallic = metallicGloss.x;
|
||||
half smoothness = metallicGloss.y; // this is 1 minus the square root of real roughness m.
|
||||
|
||||
half oneMinusReflectivity;
|
||||
half3 specColor;
|
||||
half3 diffColor = DiffuseAndSpecularFromMetallic (Albedo(i_tex), metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity);
|
||||
|
||||
FragmentCommonData o = (FragmentCommonData)0;
|
||||
o.diffColor = diffColor;
|
||||
o.specColor = specColor;
|
||||
o.oneMinusReflectivity = oneMinusReflectivity;
|
||||
o.smoothness = smoothness;
|
||||
return o;
|
||||
}
|
||||
|
||||
inline FragmentCommonData FragmentSetup (float4 i_tex, half3 i_eyeVec, half3 i_viewDirForParallax, half4 tangentToWorld[3], half3 i_posWorld)
|
||||
{
|
||||
i_tex = Parallax(i_tex, i_viewDirForParallax);
|
||||
|
||||
half alpha = Alpha(i_tex.xy);
|
||||
#if defined(_ALPHATEST_ON)
|
||||
clip (alpha - _Cutoff);
|
||||
#endif
|
||||
|
||||
FragmentCommonData o = UNITY_SETUP_BRDF_INPUT (i_tex);
|
||||
o.normalWorld = PerPixelWorldNormal(i_tex, tangentToWorld);
|
||||
o.eyeVec = NormalizePerPixelNormal(i_eyeVec);
|
||||
o.posWorld = i_posWorld;
|
||||
|
||||
// NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
|
||||
o.diffColor = PreMultiplyAlpha (o.diffColor, alpha, o.oneMinusReflectivity, /*out*/ o.alpha);
|
||||
return o;
|
||||
}
|
||||
|
||||
inline UnityGI FragmentGI (FragmentCommonData s, half occlusion, half4 i_ambientOrLightmapUV, half atten, UnityLight light, bool reflections)
|
||||
{
|
||||
UnityGIInput d;
|
||||
d.light = light;
|
||||
d.worldPos = s.posWorld;
|
||||
d.worldViewDir = -s.eyeVec;
|
||||
d.atten = atten;
|
||||
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
|
||||
d.ambient = 0;
|
||||
d.lightmapUV = i_ambientOrLightmapUV;
|
||||
#else
|
||||
d.ambient = i_ambientOrLightmapUV.rgb;
|
||||
d.lightmapUV = 0;
|
||||
#endif
|
||||
|
||||
|
||||
d.probeHDR[0] = unity_SpecCube0_HDR;
|
||||
d.probeHDR[1] = unity_SpecCube1_HDR;
|
||||
#if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
|
||||
d.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
|
||||
#endif
|
||||
#if UNITY_SPECCUBE_BOX_PROJECTION
|
||||
d.boxMax[0] = unity_SpecCube0_BoxMax;
|
||||
d.probePosition[0] = unity_SpecCube0_ProbePosition;
|
||||
d.boxMax[1] = unity_SpecCube1_BoxMax;
|
||||
d.boxMin[1] = unity_SpecCube1_BoxMin;
|
||||
d.probePosition[1] = unity_SpecCube1_ProbePosition;
|
||||
#endif
|
||||
|
||||
if(reflections)
|
||||
{
|
||||
Unity_GlossyEnvironmentData g = UnityGlossyEnvironmentSetup(s.smoothness, -s.eyeVec, s.normalWorld, s.specColor);
|
||||
// Replace the reflUVW if it has been compute in Vertex shader. Note: the compiler will optimize the calcul in UnityGlossyEnvironmentSetup itself
|
||||
#if UNITY_OPTIMIZE_TEXCUBELOD || UNITY_STANDARD_SIMPLE
|
||||
g.reflUVW = s.reflUVW;
|
||||
#endif
|
||||
|
||||
return UnityGlobalIllumination (d, occlusion, s.normalWorld, g);
|
||||
}
|
||||
else
|
||||
{
|
||||
return UnityGlobalIllumination (d, occlusion, s.normalWorld);
|
||||
}
|
||||
}
|
||||
|
||||
inline UnityGI FragmentGI (FragmentCommonData s, half occlusion, half4 i_ambientOrLightmapUV, half atten, UnityLight light)
|
||||
{
|
||||
return FragmentGI(s, occlusion, i_ambientOrLightmapUV, atten, light, true);
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
half4 OutputForward (half4 output, half alphaFromSurface)
|
||||
{
|
||||
#if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON)
|
||||
output.a = alphaFromSurface;
|
||||
#else
|
||||
UNITY_OPAQUE_ALPHA(output.a);
|
||||
#endif
|
||||
return output;
|
||||
}
|
||||
|
||||
inline half4 VertexGIForward(VertexInput v, float3 posWorld, half3 normalWorld)
|
||||
{
|
||||
half4 ambientOrLightmapUV = 0;
|
||||
// Static lightmaps
|
||||
#ifdef LIGHTMAP_ON
|
||||
ambientOrLightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
||||
ambientOrLightmapUV.zw = 0;
|
||||
// Sample light probe for Dynamic objects only (no static or dynamic lightmaps)
|
||||
#elif UNITY_SHOULD_SAMPLE_SH
|
||||
#ifdef VERTEXLIGHT_ON
|
||||
// Approximated illumination from non-important point lights
|
||||
ambientOrLightmapUV.rgb = Shade4PointLights (
|
||||
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
|
||||
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
|
||||
unity_4LightAtten0, posWorld, normalWorld);
|
||||
#endif
|
||||
|
||||
ambientOrLightmapUV.rgb = ShadeSHPerVertex (normalWorld, ambientOrLightmapUV.rgb);
|
||||
#endif
|
||||
|
||||
#ifdef DYNAMICLIGHTMAP_ON
|
||||
ambientOrLightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
||||
#endif
|
||||
|
||||
return ambientOrLightmapUV;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Base forward pass (directional light, emission, lightmaps, ...)
|
||||
|
||||
struct VertexOutputForwardBase
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float4 tex : TEXCOORD0;
|
||||
half3 eyeVec : TEXCOORD1;
|
||||
half4 tangentToWorldAndParallax[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax]
|
||||
half4 ambientOrLightmapUV : TEXCOORD5; // SH or Lightmap UV
|
||||
SHADOW_COORDS(6)
|
||||
UNITY_FOG_COORDS(7)
|
||||
|
||||
// next ones would not fit into SM2.0 limits, but they are always for SM3.0+
|
||||
#if UNITY_REQUIRE_FRAG_WORLDPOS
|
||||
float3 posWorld : TEXCOORD8;
|
||||
#endif
|
||||
|
||||
#if UNITY_OPTIMIZE_TEXCUBELOD
|
||||
#if UNITY_REQUIRE_FRAG_WORLDPOS
|
||||
half3 reflUVW : TEXCOORD9;
|
||||
#else
|
||||
half3 reflUVW : TEXCOORD8;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
VertexOutputForwardBase vertForwardBase (VertexInput v)
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
VertexOutputForwardBase o;
|
||||
UNITY_INITIALIZE_OUTPUT(VertexOutputForwardBase, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||||
#if UNITY_REQUIRE_FRAG_WORLDPOS
|
||||
o.posWorld = posWorld.xyz;
|
||||
#endif
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
|
||||
o.tex = TexCoords(v);
|
||||
o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos);
|
||||
float3 normalWorld = UnityObjectToWorldNormal(v.normal);
|
||||
#ifdef _TANGENT_TO_WORLD
|
||||
float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w);
|
||||
|
||||
float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w);
|
||||
o.tangentToWorldAndParallax[0].xyz = tangentToWorld[0];
|
||||
o.tangentToWorldAndParallax[1].xyz = tangentToWorld[1];
|
||||
o.tangentToWorldAndParallax[2].xyz = tangentToWorld[2];
|
||||
#else
|
||||
o.tangentToWorldAndParallax[0].xyz = 0;
|
||||
o.tangentToWorldAndParallax[1].xyz = 0;
|
||||
o.tangentToWorldAndParallax[2].xyz = normalWorld;
|
||||
#endif
|
||||
//We need this for shadow receving
|
||||
TRANSFER_SHADOW(o);
|
||||
|
||||
o.ambientOrLightmapUV = VertexGIForward(v, posWorld, normalWorld);
|
||||
|
||||
#ifdef _PARALLAXMAP
|
||||
TANGENT_SPACE_ROTATION;
|
||||
half3 viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex));
|
||||
o.tangentToWorldAndParallax[0].w = viewDirForParallax.x;
|
||||
o.tangentToWorldAndParallax[1].w = viewDirForParallax.y;
|
||||
o.tangentToWorldAndParallax[2].w = viewDirForParallax.z;
|
||||
#endif
|
||||
|
||||
#if UNITY_OPTIMIZE_TEXCUBELOD
|
||||
o.reflUVW = reflect(o.eyeVec, normalWorld);
|
||||
#endif
|
||||
|
||||
UNITY_TRANSFER_FOG(o,o.pos);
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 fragForwardBaseInternal (VertexOutputForwardBase i)
|
||||
{
|
||||
FRAGMENT_SETUP(s)
|
||||
#if UNITY_OPTIMIZE_TEXCUBELOD
|
||||
s.reflUVW = i.reflUVW;
|
||||
#endif
|
||||
|
||||
UnityLight mainLight = MainLight ();
|
||||
half atten = SHADOW_ATTENUATION(i);
|
||||
|
||||
|
||||
half occlusion = Occlusion(i.tex.xy);
|
||||
UnityGI gi = FragmentGI (s, occlusion, i.ambientOrLightmapUV, atten, mainLight);
|
||||
|
||||
half4 c = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect);
|
||||
c.rgb += UNITY_BRDF_GI (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, occlusion, gi);
|
||||
c.rgb += Emission(i.tex.xy);
|
||||
|
||||
UNITY_APPLY_FOG(i.fogCoord, c.rgb);
|
||||
return OutputForward (c, s.alpha);
|
||||
}
|
||||
|
||||
half4 fragForwardBase (VertexOutputForwardBase i) : SV_Target // backward compatibility (this used to be the fragment entry function)
|
||||
{
|
||||
return fragForwardBaseInternal(i);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Additive forward pass (one light per pass)
|
||||
|
||||
struct VertexOutputForwardAdd
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float4 tex : TEXCOORD0;
|
||||
half3 eyeVec : TEXCOORD1;
|
||||
half4 tangentToWorldAndLightDir[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:lightDir]
|
||||
LIGHTING_COORDS(5,6)
|
||||
UNITY_FOG_COORDS(7)
|
||||
|
||||
// next ones would not fit into SM2.0 limits, but they are always for SM3.0+
|
||||
#if defined(_PARALLAXMAP)
|
||||
half3 viewDirForParallax : TEXCOORD8;
|
||||
#endif
|
||||
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
VertexOutputForwardAdd vertForwardAdd (VertexInput v)
|
||||
{
|
||||
VertexOutputForwardAdd o;
|
||||
UNITY_INITIALIZE_OUTPUT(VertexOutputForwardAdd, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
|
||||
o.tex = TexCoords(v);
|
||||
o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos);
|
||||
float3 normalWorld = UnityObjectToWorldNormal(v.normal);
|
||||
#ifdef _TANGENT_TO_WORLD
|
||||
float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w);
|
||||
|
||||
float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w);
|
||||
o.tangentToWorldAndLightDir[0].xyz = tangentToWorld[0];
|
||||
o.tangentToWorldAndLightDir[1].xyz = tangentToWorld[1];
|
||||
o.tangentToWorldAndLightDir[2].xyz = tangentToWorld[2];
|
||||
#else
|
||||
o.tangentToWorldAndLightDir[0].xyz = 0;
|
||||
o.tangentToWorldAndLightDir[1].xyz = 0;
|
||||
o.tangentToWorldAndLightDir[2].xyz = normalWorld;
|
||||
#endif
|
||||
//We need this for shadow receiving
|
||||
TRANSFER_VERTEX_TO_FRAGMENT(o);
|
||||
|
||||
float3 lightDir = _WorldSpaceLightPos0.xyz - posWorld.xyz * _WorldSpaceLightPos0.w;
|
||||
#ifndef USING_DIRECTIONAL_LIGHT
|
||||
lightDir = NormalizePerVertexNormal(lightDir);
|
||||
#endif
|
||||
o.tangentToWorldAndLightDir[0].w = lightDir.x;
|
||||
o.tangentToWorldAndLightDir[1].w = lightDir.y;
|
||||
o.tangentToWorldAndLightDir[2].w = lightDir.z;
|
||||
|
||||
#ifdef _PARALLAXMAP
|
||||
TANGENT_SPACE_ROTATION;
|
||||
o.viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex));
|
||||
#endif
|
||||
|
||||
UNITY_TRANSFER_FOG(o,o.pos);
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 fragForwardAddInternal (VertexOutputForwardAdd i)
|
||||
{
|
||||
FRAGMENT_SETUP_FWDADD(s)
|
||||
|
||||
UnityLight light = AdditiveLight (IN_LIGHTDIR_FWDADD(i), LIGHT_ATTENUATION(i));
|
||||
UnityIndirect noIndirect = ZeroIndirect ();
|
||||
|
||||
half4 c = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, light, noIndirect);
|
||||
|
||||
UNITY_APPLY_FOG_COLOR(i.fogCoord, c.rgb, half4(0,0,0,0)); // fog towards black in additive pass
|
||||
return OutputForward (c, s.alpha);
|
||||
}
|
||||
|
||||
half4 fragForwardAdd (VertexOutputForwardAdd i) : SV_Target // backward compatibility (this used to be the fragment entry function)
|
||||
{
|
||||
return fragForwardAddInternal(i);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Deferred pass
|
||||
|
||||
struct VertexOutputDeferred
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float4 tex : TEXCOORD0;
|
||||
half3 eyeVec : TEXCOORD1;
|
||||
half4 tangentToWorldAndParallax[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax]
|
||||
half4 ambientOrLightmapUV : TEXCOORD5; // SH or Lightmap UVs
|
||||
|
||||
#if UNITY_REQUIRE_FRAG_WORLDPOS
|
||||
float3 posWorld : TEXCOORD6;
|
||||
#endif
|
||||
|
||||
#if UNITY_OPTIMIZE_TEXCUBELOD
|
||||
#if UNITY_REQUIRE_FRAG_WORLDPOS
|
||||
half3 reflUVW : TEXCOORD7;
|
||||
#else
|
||||
half3 reflUVW : TEXCOORD6;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
VertexOutputDeferred vertDeferred (VertexInput v)
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
VertexOutputDeferred o;
|
||||
UNITY_INITIALIZE_OUTPUT(VertexOutputDeferred, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||||
#if UNITY_REQUIRE_FRAG_WORLDPOS
|
||||
o.posWorld = posWorld;
|
||||
#endif
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
|
||||
o.tex = TexCoords(v);
|
||||
o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos);
|
||||
float3 normalWorld = UnityObjectToWorldNormal(v.normal);
|
||||
#ifdef _TANGENT_TO_WORLD
|
||||
float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w);
|
||||
|
||||
float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w);
|
||||
o.tangentToWorldAndParallax[0].xyz = tangentToWorld[0];
|
||||
o.tangentToWorldAndParallax[1].xyz = tangentToWorld[1];
|
||||
o.tangentToWorldAndParallax[2].xyz = tangentToWorld[2];
|
||||
#else
|
||||
o.tangentToWorldAndParallax[0].xyz = 0;
|
||||
o.tangentToWorldAndParallax[1].xyz = 0;
|
||||
o.tangentToWorldAndParallax[2].xyz = normalWorld;
|
||||
#endif
|
||||
|
||||
o.ambientOrLightmapUV = 0;
|
||||
#ifdef LIGHTMAP_ON
|
||||
o.ambientOrLightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
||||
#elif UNITY_SHOULD_SAMPLE_SH
|
||||
o.ambientOrLightmapUV.rgb = ShadeSHPerVertex (normalWorld, o.ambientOrLightmapUV.rgb);
|
||||
#endif
|
||||
#ifdef DYNAMICLIGHTMAP_ON
|
||||
o.ambientOrLightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
||||
#endif
|
||||
|
||||
#ifdef _PARALLAXMAP
|
||||
TANGENT_SPACE_ROTATION;
|
||||
half3 viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex));
|
||||
o.tangentToWorldAndParallax[0].w = viewDirForParallax.x;
|
||||
o.tangentToWorldAndParallax[1].w = viewDirForParallax.y;
|
||||
o.tangentToWorldAndParallax[2].w = viewDirForParallax.z;
|
||||
#endif
|
||||
|
||||
#if UNITY_OPTIMIZE_TEXCUBELOD
|
||||
o.reflUVW = reflect(o.eyeVec, normalWorld);
|
||||
#endif
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
void fragDeferred (
|
||||
VertexOutputDeferred i,
|
||||
out half4 outGBuffer0 : SV_Target0,
|
||||
out half4 outGBuffer1 : SV_Target1,
|
||||
out half4 outGBuffer2 : SV_Target2,
|
||||
out half4 outEmission : SV_Target3 // RT3: emission (rgb), --unused-- (a)
|
||||
)
|
||||
{
|
||||
#if (SHADER_TARGET < 30)
|
||||
outGBuffer0 = 1;
|
||||
outGBuffer1 = 1;
|
||||
outGBuffer2 = 0;
|
||||
outEmission = 0;
|
||||
return;
|
||||
#endif
|
||||
|
||||
FRAGMENT_SETUP(s)
|
||||
#if UNITY_OPTIMIZE_TEXCUBELOD
|
||||
s.reflUVW = i.reflUVW;
|
||||
#endif
|
||||
|
||||
// no analytic lights in this pass
|
||||
UnityLight dummyLight = DummyLight ();
|
||||
half atten = 1;
|
||||
|
||||
// only GI
|
||||
half occlusion = Occlusion(i.tex.xy);
|
||||
#if UNITY_ENABLE_REFLECTION_BUFFERS
|
||||
bool sampleReflectionsInDeferred = false;
|
||||
#else
|
||||
bool sampleReflectionsInDeferred = true;
|
||||
#endif
|
||||
|
||||
UnityGI gi = FragmentGI (s, occlusion, i.ambientOrLightmapUV, atten, dummyLight, sampleReflectionsInDeferred);
|
||||
|
||||
half3 emissiveColor = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect).rgb;
|
||||
emissiveColor += UNITY_BRDF_GI (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, occlusion, gi);
|
||||
|
||||
#ifdef _EMISSION
|
||||
emissiveColor += Emission (i.tex.xy);
|
||||
#endif
|
||||
|
||||
#ifndef UNITY_HDR_ON
|
||||
emissiveColor.rgb = exp2(-emissiveColor.rgb);
|
||||
#endif
|
||||
|
||||
UnityStandardData data;
|
||||
data.diffuseColor = s.diffColor;
|
||||
data.occlusion = occlusion;
|
||||
data.specularColor = s.specColor;
|
||||
data.smoothness = s.smoothness;
|
||||
data.normalWorld = s.normalWorld;
|
||||
|
||||
UnityStandardDataToGbuffer(data, outGBuffer0, outGBuffer1, outGBuffer2);
|
||||
|
||||
// Emisive lighting buffer
|
||||
outEmission = half4(emissiveColor, 1);
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// Old FragmentGI signature. Kept only for backward compatibility and will be removed soon
|
||||
//
|
||||
|
||||
inline UnityGI FragmentGI(
|
||||
float3 posWorld,
|
||||
half occlusion, half4 i_ambientOrLightmapUV, half atten, half smoothness, half3 normalWorld, half3 eyeVec,
|
||||
UnityLight light,
|
||||
bool reflections)
|
||||
{
|
||||
// we init only fields actually used
|
||||
FragmentCommonData s = (FragmentCommonData)0;
|
||||
s.smoothness = smoothness;
|
||||
s.normalWorld = normalWorld;
|
||||
s.eyeVec = eyeVec;
|
||||
s.posWorld = posWorld;
|
||||
#if UNITY_OPTIMIZE_TEXCUBELOD
|
||||
s.reflUVW = reflect(eyeVec, normalWorld);
|
||||
#endif
|
||||
return FragmentGI(s, occlusion, i_ambientOrLightmapUV, atten, light, reflections);
|
||||
}
|
||||
inline UnityGI FragmentGI (
|
||||
float3 posWorld,
|
||||
half occlusion, half4 i_ambientOrLightmapUV, half atten, half smoothness, half3 normalWorld, half3 eyeVec,
|
||||
UnityLight light)
|
||||
{
|
||||
return FragmentGI (posWorld, occlusion, i_ambientOrLightmapUV, atten, smoothness, normalWorld, eyeVec, light, true);
|
||||
}
|
||||
|
||||
#endif // UNITY_STANDARD_CORE_INCLUDED
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e5dca6b2da6837042a45e61fa0082255
|
||||
timeCreated: 1435093423
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
24
Assets/ColorMask/Shaders/ColorMaskStandardCoreForward.cginc
Normal file
24
Assets/ColorMask/Shaders/ColorMaskStandardCoreForward.cginc
Normal file
|
@ -0,0 +1,24 @@
|
|||
#ifndef UNITY_STANDARD_CORE_FORWARD_INCLUDED
|
||||
#define UNITY_STANDARD_CORE_FORWARD_INCLUDED
|
||||
|
||||
#if defined(UNITY_NO_FULL_STANDARD_SHADER)
|
||||
# define UNITY_STANDARD_SIMPLE 1
|
||||
#endif
|
||||
|
||||
#include "UnityStandardConfig.cginc"
|
||||
|
||||
#if UNITY_STANDARD_SIMPLE
|
||||
#include "ColorMaskStandardCoreForwardSimple.cginc"
|
||||
VertexOutputBaseSimple vertBase (VertexInput v) { return vertForwardBaseSimple(v); }
|
||||
VertexOutputForwardAddSimple vertAdd (VertexInput v) { return vertForwardAddSimple(v); }
|
||||
half4 fragBase (VertexOutputBaseSimple i) : SV_Target { return fragForwardBaseSimpleInternal(i); }
|
||||
half4 fragAdd (VertexOutputForwardAddSimple i) : SV_Target { return fragForwardAddSimpleInternal(i); }
|
||||
#else
|
||||
#include "ColorMaskStandardCore.cginc"
|
||||
VertexOutputForwardBase vertBase (VertexInput v) { return vertForwardBase(v); }
|
||||
VertexOutputForwardAdd vertAdd (VertexInput v) { return vertForwardAdd(v); }
|
||||
half4 fragBase (VertexOutputForwardBase i) : SV_Target { return fragForwardBaseInternal(i); }
|
||||
half4 fragAdd (VertexOutputForwardAdd i) : SV_Target { return fragForwardAddInternal(i); }
|
||||
#endif
|
||||
|
||||
#endif // UNITY_STANDARD_CORE_FORWARD_INCLUDED
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 62e4b8006c4d41942b2c870f78dd9402
|
||||
timeCreated: 1454275320
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,354 @@
|
|||
#ifndef UNITY_STANDARD_CORE_FORWARD_SIMPLE_INCLUDED
|
||||
#define UNITY_STANDARD_CORE_FORWARD_SIMPLE_INCLUDED
|
||||
|
||||
#include "ColorMaskStandardCore.cginc"
|
||||
|
||||
// Does not support: _PARALLAXMAP, DIRLIGHTMAP_COMBINED, DIRLIGHTMAP_SEPARATE
|
||||
#define GLOSSMAP (defined(_SPECGLOSSMAP) || defined(_METALLICGLOSSMAP))
|
||||
|
||||
#ifndef SPECULAR_HIGHLIGHTS
|
||||
#define SPECULAR_HIGHLIGHTS (!defined(_SPECULAR_HIGHLIGHTS_OFF))
|
||||
#endif
|
||||
|
||||
struct VertexOutputBaseSimple
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float4 tex : TEXCOORD0;
|
||||
half4 eyeVec : TEXCOORD1; // w: grazingTerm
|
||||
|
||||
half4 ambientOrLightmapUV : TEXCOORD2; // SH or Lightmap UV
|
||||
SHADOW_COORDS(3)
|
||||
UNITY_FOG_COORDS_PACKED(4, half4) // x: fogCoord, yzw: reflectVec
|
||||
|
||||
half4 normalWorld : TEXCOORD5; // w: fresnelTerm
|
||||
|
||||
#ifdef _NORMALMAP
|
||||
half3 tangentSpaceLightDir : TEXCOORD6;
|
||||
#if SPECULAR_HIGHLIGHTS
|
||||
half3 tangentSpaceEyeVec : TEXCOORD7;
|
||||
#endif
|
||||
#endif
|
||||
#if UNITY_REQUIRE_FRAG_WORLDPOS
|
||||
float3 posWorld : TEXCOORD8;
|
||||
#endif
|
||||
};
|
||||
|
||||
// UNIFORM_REFLECTIVITY(): workaround to get (uniform) reflecivity based on UNITY_SETUP_BRDF_INPUT
|
||||
half MetallicSetup_Reflectivity()
|
||||
{
|
||||
return 1.0h - OneMinusReflectivityFromMetallic(_Metallic);
|
||||
}
|
||||
|
||||
half SpecularSetup_Reflectivity()
|
||||
{
|
||||
return SpecularStrength(_SpecColor.rgb);
|
||||
}
|
||||
|
||||
#define JOIN2(a, b) a##b
|
||||
#define JOIN(a, b) JOIN2(a,b)
|
||||
#define UNIFORM_REFLECTIVITY JOIN(UNITY_SETUP_BRDF_INPUT, _Reflectivity)
|
||||
|
||||
|
||||
#ifdef _NORMALMAP
|
||||
|
||||
half3 TransformToTangentSpace(half3 tangent, half3 binormal, half3 normal, half3 v)
|
||||
{
|
||||
// Mali400 shader compiler prefers explicit dot product over using a half3x3 matrix
|
||||
return half3(dot(tangent, v), dot(binormal, v), dot(normal, v));
|
||||
}
|
||||
|
||||
void TangentSpaceLightingInput(half3 normalWorld, half4 vTangent, half3 lightDirWorld, half3 eyeVecWorld, out half3 tangentSpaceLightDir, out half3 tangentSpaceEyeVec)
|
||||
{
|
||||
half3 tangentWorld = UnityObjectToWorldDir(vTangent.xyz);
|
||||
half sign = half(vTangent.w) * half(unity_WorldTransformParams.w);
|
||||
half3 binormalWorld = cross(normalWorld, tangentWorld) * sign;
|
||||
tangentSpaceLightDir = TransformToTangentSpace(tangentWorld, binormalWorld, normalWorld, lightDirWorld);
|
||||
#if SPECULAR_HIGHLIGHTS
|
||||
tangentSpaceEyeVec = normalize(TransformToTangentSpace(tangentWorld, binormalWorld, normalWorld, eyeVecWorld));
|
||||
#else
|
||||
tangentSpaceEyeVec = 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif // _NORMALMAP
|
||||
|
||||
VertexOutputBaseSimple vertForwardBaseSimple (VertexInput v)
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
VertexOutputBaseSimple o;
|
||||
UNITY_INITIALIZE_OUTPUT(VertexOutputBaseSimple, o);
|
||||
|
||||
float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||||
#if UNITY_REQUIRE_FRAG_WORLDPOS
|
||||
o.posWorld = posWorld.xyz;
|
||||
#endif
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
o.tex = TexCoords(v);
|
||||
|
||||
half3 eyeVec = normalize(posWorld.xyz - _WorldSpaceCameraPos);
|
||||
half3 normalWorld = UnityObjectToWorldNormal(v.normal);
|
||||
|
||||
o.normalWorld.xyz = normalWorld;
|
||||
o.eyeVec.xyz = eyeVec;
|
||||
|
||||
#ifdef _NORMALMAP
|
||||
half3 tangentSpaceEyeVec;
|
||||
TangentSpaceLightingInput(normalWorld, v.tangent, _WorldSpaceLightPos0.xyz, eyeVec, o.tangentSpaceLightDir, tangentSpaceEyeVec);
|
||||
#if SPECULAR_HIGHLIGHTS
|
||||
o.tangentSpaceEyeVec = tangentSpaceEyeVec;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
//We need this for shadow receiving
|
||||
TRANSFER_SHADOW(o);
|
||||
|
||||
o.ambientOrLightmapUV = VertexGIForward(v, posWorld, normalWorld);
|
||||
|
||||
o.fogCoord.yzw = reflect(eyeVec, normalWorld);
|
||||
|
||||
o.normalWorld.w = Pow4(1 - saturate(dot(normalWorld, -eyeVec))); // fresnel term
|
||||
#if !GLOSSMAP
|
||||
o.eyeVec.w = saturate(_Glossiness + UNIFORM_REFLECTIVITY()); // grazing term
|
||||
#endif
|
||||
|
||||
UNITY_TRANSFER_FOG(o, o.pos);
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
FragmentCommonData FragmentSetupSimple(VertexOutputBaseSimple i)
|
||||
{
|
||||
half alpha = Alpha(i.tex.xy);
|
||||
#if defined(_ALPHATEST_ON)
|
||||
clip (alpha - _Cutoff);
|
||||
#endif
|
||||
|
||||
FragmentCommonData s = UNITY_SETUP_BRDF_INPUT (i.tex);
|
||||
|
||||
// NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
|
||||
s.diffColor = PreMultiplyAlpha (s.diffColor, alpha, s.oneMinusReflectivity, /*out*/ s.alpha);
|
||||
|
||||
s.normalWorld = i.normalWorld.xyz;
|
||||
s.eyeVec = i.eyeVec.xyz;
|
||||
s.posWorld = IN_WORLDPOS(i);
|
||||
s.reflUVW = i.fogCoord.yzw;
|
||||
|
||||
#ifdef _NORMALMAP
|
||||
s.tangentSpaceNormal = NormalInTangentSpace(i.tex);
|
||||
#else
|
||||
s.tangentSpaceNormal = 0;
|
||||
#endif
|
||||
|
||||
return s;
|
||||
}
|
||||
|
||||
UnityLight MainLightSimple(VertexOutputBaseSimple i, FragmentCommonData s)
|
||||
{
|
||||
UnityLight mainLight = MainLight();
|
||||
return mainLight;
|
||||
}
|
||||
|
||||
half PerVertexGrazingTerm(VertexOutputBaseSimple i, FragmentCommonData s)
|
||||
{
|
||||
#if GLOSSMAP
|
||||
return saturate(s.smoothness + (1-s.oneMinusReflectivity));
|
||||
#else
|
||||
return i.eyeVec.w;
|
||||
#endif
|
||||
}
|
||||
|
||||
half PerVertexFresnelTerm(VertexOutputBaseSimple i)
|
||||
{
|
||||
return i.normalWorld.w;
|
||||
}
|
||||
|
||||
#if !SPECULAR_HIGHLIGHTS
|
||||
# define REFLECTVEC_FOR_SPECULAR(i, s) half3(0, 0, 0)
|
||||
#elif defined(_NORMALMAP)
|
||||
# define REFLECTVEC_FOR_SPECULAR(i, s) reflect(i.tangentSpaceEyeVec, s.tangentSpaceNormal)
|
||||
#else
|
||||
# define REFLECTVEC_FOR_SPECULAR(i, s) s.reflUVW
|
||||
#endif
|
||||
|
||||
half3 LightDirForSpecular(VertexOutputBaseSimple i, UnityLight mainLight)
|
||||
{
|
||||
#if SPECULAR_HIGHLIGHTS && defined(_NORMALMAP)
|
||||
return i.tangentSpaceLightDir;
|
||||
#else
|
||||
return mainLight.dir;
|
||||
#endif
|
||||
}
|
||||
|
||||
half3 BRDF3DirectSimple(half3 diffColor, half3 specColor, half smoothness, half rl)
|
||||
{
|
||||
#if SPECULAR_HIGHLIGHTS
|
||||
return BRDF3_Direct(diffColor, specColor, Pow4(rl), smoothness);
|
||||
#else
|
||||
return diffColor;
|
||||
#endif
|
||||
}
|
||||
|
||||
half4 fragForwardBaseSimpleInternal (VertexOutputBaseSimple i)
|
||||
{
|
||||
FragmentCommonData s = FragmentSetupSimple(i);
|
||||
|
||||
UnityLight mainLight = MainLightSimple(i, s);
|
||||
|
||||
#if !defined(LIGHTMAP_ON) && defined(_NORMALMAP)
|
||||
half ndotl = saturate(dot(s.tangentSpaceNormal, i.tangentSpaceLightDir));
|
||||
#else
|
||||
half ndotl = saturate(dot(s.normalWorld, mainLight.dir));
|
||||
#endif
|
||||
|
||||
half atten = SHADOW_ATTENUATION(i);
|
||||
|
||||
half occlusion = Occlusion(i.tex.xy);
|
||||
half rl = dot(REFLECTVEC_FOR_SPECULAR(i, s), LightDirForSpecular(i, mainLight));
|
||||
|
||||
UnityGI gi = FragmentGI (s, occlusion, i.ambientOrLightmapUV, atten, mainLight);
|
||||
half3 attenuatedLightColor = gi.light.color * ndotl;
|
||||
|
||||
half3 c = BRDF3_Indirect(s.diffColor, s.specColor, gi.indirect, PerVertexGrazingTerm(i, s), PerVertexFresnelTerm(i));
|
||||
c += BRDF3DirectSimple(s.diffColor, s.specColor, s.smoothness, rl) * attenuatedLightColor;
|
||||
c += UNITY_BRDF_GI (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, occlusion, gi);
|
||||
c += Emission(i.tex.xy);
|
||||
|
||||
UNITY_APPLY_FOG(i.fogCoord, c);
|
||||
|
||||
return OutputForward (half4(c, 1), s.alpha);
|
||||
}
|
||||
|
||||
half4 fragForwardBaseSimple (VertexOutputBaseSimple i) : SV_Target // backward compatibility (this used to be the fragment entry function)
|
||||
{
|
||||
return fragForwardBaseSimpleInternal(i);
|
||||
}
|
||||
|
||||
struct VertexOutputForwardAddSimple
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float4 tex : TEXCOORD0;
|
||||
|
||||
LIGHTING_COORDS(1,2)
|
||||
|
||||
#if !defined(_NORMALMAP) && SPECULAR_HIGHLIGHTS
|
||||
UNITY_FOG_COORDS_PACKED(3, half4) // x: fogCoord, yzw: reflectVec
|
||||
#else
|
||||
UNITY_FOG_COORDS_PACKED(3, half1)
|
||||
#endif
|
||||
|
||||
half3 lightDir : TEXCOORD4;
|
||||
|
||||
#if defined(_NORMALMAP)
|
||||
#if SPECULAR_HIGHLIGHTS
|
||||
half3 tangentSpaceEyeVec : TEXCOORD5;
|
||||
#endif
|
||||
#else
|
||||
half3 normalWorld : TEXCOORD5;
|
||||
#endif
|
||||
};
|
||||
|
||||
VertexOutputForwardAddSimple vertForwardAddSimple (VertexInput v)
|
||||
{
|
||||
VertexOutputForwardAddSimple o;
|
||||
UNITY_INITIALIZE_OUTPUT(VertexOutputForwardAddSimple, o);
|
||||
|
||||
float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
o.tex = TexCoords(v);
|
||||
|
||||
//We need this for shadow receiving
|
||||
TRANSFER_VERTEX_TO_FRAGMENT(o);
|
||||
|
||||
half3 lightDir = _WorldSpaceLightPos0.xyz - posWorld.xyz * _WorldSpaceLightPos0.w;
|
||||
#ifndef USING_DIRECTIONAL_LIGHT
|
||||
lightDir = NormalizePerVertexNormal(lightDir);
|
||||
#endif
|
||||
|
||||
#if SPECULAR_HIGHLIGHTS
|
||||
half3 eyeVec = normalize(posWorld.xyz - _WorldSpaceCameraPos);
|
||||
#endif
|
||||
|
||||
half3 normalWorld = UnityObjectToWorldNormal(v.normal);
|
||||
|
||||
#ifdef _NORMALMAP
|
||||
#if SPECULAR_HIGHLIGHTS
|
||||
TangentSpaceLightingInput(normalWorld, v.tangent, lightDir, eyeVec, o.lightDir, o.tangentSpaceEyeVec);
|
||||
#else
|
||||
half3 ignore;
|
||||
TangentSpaceLightingInput(normalWorld, v.tangent, lightDir, 0, o.lightDir, ignore);
|
||||
#endif
|
||||
#else
|
||||
o.lightDir = lightDir;
|
||||
o.normalWorld = normalWorld;
|
||||
#if SPECULAR_HIGHLIGHTS
|
||||
o.fogCoord.yzw = reflect(eyeVec, normalWorld);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
UNITY_TRANSFER_FOG(o,o.pos);
|
||||
return o;
|
||||
}
|
||||
|
||||
FragmentCommonData FragmentSetupSimpleAdd(VertexOutputForwardAddSimple i)
|
||||
{
|
||||
half alpha = Alpha(i.tex.xy);
|
||||
#if defined(_ALPHATEST_ON)
|
||||
clip (alpha - _Cutoff);
|
||||
#endif
|
||||
|
||||
FragmentCommonData s = UNITY_SETUP_BRDF_INPUT (i.tex);
|
||||
|
||||
// NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
|
||||
s.diffColor = PreMultiplyAlpha (s.diffColor, alpha, s.oneMinusReflectivity, /*out*/ s.alpha);
|
||||
|
||||
s.eyeVec = 0;
|
||||
s.posWorld = 0;
|
||||
|
||||
#ifdef _NORMALMAP
|
||||
s.tangentSpaceNormal = NormalInTangentSpace(i.tex);
|
||||
s.normalWorld = 0;
|
||||
#else
|
||||
s.tangentSpaceNormal = 0;
|
||||
s.normalWorld = i.normalWorld;
|
||||
#endif
|
||||
|
||||
#if SPECULAR_HIGHLIGHTS && !defined(_NORMALMAP)
|
||||
s.reflUVW = i.fogCoord.yzw;
|
||||
#else
|
||||
s.reflUVW = 0;
|
||||
#endif
|
||||
|
||||
return s;
|
||||
}
|
||||
|
||||
half3 LightSpaceNormal(VertexOutputForwardAddSimple i, FragmentCommonData s)
|
||||
{
|
||||
#ifdef _NORMALMAP
|
||||
return s.tangentSpaceNormal;
|
||||
#else
|
||||
return i.normalWorld;
|
||||
#endif
|
||||
}
|
||||
|
||||
half4 fragForwardAddSimpleInternal (VertexOutputForwardAddSimple i)
|
||||
{
|
||||
FragmentCommonData s = FragmentSetupSimpleAdd(i);
|
||||
|
||||
half3 c = BRDF3DirectSimple(s.diffColor, s.specColor, s.smoothness, dot(REFLECTVEC_FOR_SPECULAR(i, s), i.lightDir));
|
||||
|
||||
#if SPECULAR_HIGHLIGHTS // else diffColor has premultiplied light color
|
||||
c *= _LightColor0.rgb;
|
||||
#endif
|
||||
|
||||
c *= LIGHT_ATTENUATION(i) * saturate(dot(LightSpaceNormal(i, s), i.lightDir));
|
||||
|
||||
UNITY_APPLY_FOG_COLOR(i.fogCoord, c.rgb, half4(0,0,0,0)); // fog towards black in additive pass
|
||||
return OutputForward (half4(c, 1), s.alpha);
|
||||
}
|
||||
|
||||
half4 fragForwardAddSimple (VertexOutputForwardAddSimple i) : SV_Target // backward compatibility (this used to be the fragment entry function)
|
||||
{
|
||||
return fragForwardAddSimpleInternal(i);
|
||||
}
|
||||
|
||||
#endif // UNITY_STANDARD_CORE_FORWARD_SIMPLE_INCLUDED
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c2b809316d7becd45948832df9d72af5
|
||||
timeCreated: 1454275320
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
249
Assets/ColorMask/Shaders/ColorMaskStandardInput.cginc
Normal file
249
Assets/ColorMask/Shaders/ColorMaskStandardInput.cginc
Normal file
|
@ -0,0 +1,249 @@
|
|||
#ifndef UNITY_STANDARD_INPUT_INCLUDED
|
||||
#define UNITY_STANDARD_INPUT_INCLUDED
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#include "UnityInstancing.cginc"
|
||||
#include "UnityStandardConfig.cginc"
|
||||
#include "UnityPBSLighting.cginc" // TBD: remove
|
||||
#include "UnityStandardUtils.cginc"
|
||||
|
||||
//---------------------------------------
|
||||
// Directional lightmaps & Parallax require tangent space too
|
||||
#if (_NORMALMAP || DIRLIGHTMAP_COMBINED || DIRLIGHTMAP_SEPARATE || _PARALLAXMAP)
|
||||
#define _TANGENT_TO_WORLD 1
|
||||
#endif
|
||||
|
||||
#if (_DETAIL_MULX2 || _DETAIL_MUL || _DETAIL_ADD || _DETAIL_LERP)
|
||||
#define _DETAIL 1
|
||||
#endif
|
||||
|
||||
//---------------------------------------
|
||||
half4 _Color;
|
||||
half _Cutoff;
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
sampler2D _ColorMaskTex;
|
||||
float4 _ColorMaskTex_ST;
|
||||
|
||||
half4 _RedColor;
|
||||
half4 _GreenColor;
|
||||
half4 _BlueColor;
|
||||
half4 _AlphaColor;
|
||||
|
||||
sampler2D _DetailAlbedoMap;
|
||||
float4 _DetailAlbedoMap_ST;
|
||||
|
||||
sampler2D _BumpMap;
|
||||
half _BumpScale;
|
||||
|
||||
sampler2D _DetailMask;
|
||||
sampler2D _DetailNormalMap;
|
||||
half _DetailNormalMapScale;
|
||||
|
||||
sampler2D _SpecGlossMap;
|
||||
sampler2D _MetallicGlossMap;
|
||||
half _Metallic;
|
||||
half _Glossiness;
|
||||
half _GlossMapScale;
|
||||
|
||||
sampler2D _OcclusionMap;
|
||||
half _OcclusionStrength;
|
||||
|
||||
sampler2D _ParallaxMap;
|
||||
half _Parallax;
|
||||
half _UVSec;
|
||||
|
||||
half4 _EmissionColor;
|
||||
sampler2D _EmissionMap;
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
// Input functions
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
half3 normal : NORMAL;
|
||||
float2 uv0 : TEXCOORD0;
|
||||
float2 uv1 : TEXCOORD1;
|
||||
#if defined(DYNAMICLIGHTMAP_ON) || defined(UNITY_PASS_META)
|
||||
float2 uv2 : TEXCOORD2;
|
||||
#endif
|
||||
#ifdef _TANGENT_TO_WORLD
|
||||
half4 tangent : TANGENT;
|
||||
#endif
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
float4 TexCoords(VertexInput v)
|
||||
{
|
||||
float4 texcoord;
|
||||
texcoord.xy = TRANSFORM_TEX(v.uv0, _MainTex); // Always source from uv0
|
||||
texcoord.zw = TRANSFORM_TEX(((_UVSec == 0) ? v.uv0 : v.uv1), _DetailAlbedoMap);
|
||||
return texcoord;
|
||||
}
|
||||
|
||||
half DetailMask(float2 uv)
|
||||
{
|
||||
return tex2D (_DetailMask, uv).a;
|
||||
}
|
||||
|
||||
half3 Albedo(float4 texcoords)
|
||||
{
|
||||
|
||||
half3 albedo = tex2D (_MainTex, texcoords.xy).rgb;
|
||||
|
||||
//4 channel color mask - Blend the albedo texture with the user defined colors using the color mask (rgba), then multiply the default color.
|
||||
half4 cM = tex2D (_ColorMaskTex, texcoords.xy);
|
||||
half total = cM.r + cM.g + cM.b + cM.a;
|
||||
half mT = max(total, 0.002);
|
||||
half4 blendColor = _RedColor * cM.r / mT + _GreenColor * cM.g / mT + _BlueColor * cM.b / mT + _AlphaColor * cM.a / mT;
|
||||
//half4 blendColor = _RedColor * cM.r / mT + _GreenColor * cM.g / mT;
|
||||
//half4 blendColor = cM;
|
||||
albedo = lerp(albedo, blendColor.rgb, min(total, 1) * blendColor.a ) * _Color.rgb;
|
||||
//albedo = cM.b + cM.a;
|
||||
|
||||
#if _DETAIL
|
||||
#if (SHADER_TARGET < 30)
|
||||
// SM20: instruction count limitation
|
||||
// SM20: no detail mask
|
||||
half mask = 1;
|
||||
#else
|
||||
half mask = DetailMask(texcoords.xy);
|
||||
#endif
|
||||
half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb;
|
||||
#if _DETAIL_MULX2
|
||||
albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, mask);
|
||||
#elif _DETAIL_MUL
|
||||
albedo *= LerpWhiteTo (detailAlbedo, mask);
|
||||
#elif _DETAIL_ADD
|
||||
albedo += detailAlbedo * mask;
|
||||
#elif _DETAIL_LERP
|
||||
albedo = lerp (albedo, detailAlbedo, mask);
|
||||
#endif
|
||||
#endif
|
||||
return albedo;
|
||||
}
|
||||
|
||||
half Alpha(float2 uv)
|
||||
{
|
||||
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
|
||||
return _Color.a;
|
||||
#else
|
||||
return tex2D(_MainTex, uv).a * _Color.a;
|
||||
#endif
|
||||
}
|
||||
|
||||
half Occlusion(float2 uv)
|
||||
{
|
||||
#if (SHADER_TARGET < 30)
|
||||
// SM20: instruction count limitation
|
||||
// SM20: simpler occlusion
|
||||
return tex2D(_OcclusionMap, uv).g;
|
||||
#else
|
||||
half occ = tex2D(_OcclusionMap, uv).g;
|
||||
return LerpOneTo (occ, _OcclusionStrength);
|
||||
#endif
|
||||
}
|
||||
|
||||
half4 SpecularGloss(float2 uv)
|
||||
{
|
||||
half4 sg;
|
||||
#ifdef _SPECGLOSSMAP
|
||||
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
|
||||
sg.rgb = tex2D(_SpecGlossMap, uv).rgb;
|
||||
sg.a = tex2D(_MainTex, uv).a;
|
||||
#else
|
||||
sg = tex2D(_SpecGlossMap, uv);
|
||||
#endif
|
||||
sg.a *= _GlossMapScale;
|
||||
#else
|
||||
sg.rgb = _SpecColor.rgb;
|
||||
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
sg.a = tex2D(_MainTex, uv).a * _GlossMapScale;
|
||||
#else
|
||||
sg.a = _Glossiness;
|
||||
#endif
|
||||
#endif
|
||||
return sg;
|
||||
}
|
||||
|
||||
half2 MetallicGloss(float2 uv)
|
||||
{
|
||||
half2 mg;
|
||||
|
||||
#ifdef _METALLICGLOSSMAP
|
||||
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
mg.r = tex2D(_MetallicGlossMap, uv).r;
|
||||
mg.g = tex2D(_MainTex, uv).a;
|
||||
#else
|
||||
mg = tex2D(_MetallicGlossMap, uv).ra;
|
||||
#endif
|
||||
mg.g *= _GlossMapScale;
|
||||
#else
|
||||
mg.r = _Metallic;
|
||||
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
mg.g = tex2D(_MainTex, uv).a * _GlossMapScale;
|
||||
#else
|
||||
mg.g = _Glossiness;
|
||||
#endif
|
||||
#endif
|
||||
return mg;
|
||||
}
|
||||
|
||||
half3 Emission(float2 uv)
|
||||
{
|
||||
#ifndef _EMISSION
|
||||
return 0;
|
||||
#else
|
||||
return tex2D(_EmissionMap, uv).rgb * _EmissionColor.rgb;
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef _NORMALMAP
|
||||
half3 NormalInTangentSpace(float4 texcoords)
|
||||
{
|
||||
half3 normalTangent = UnpackScaleNormal(tex2D (_BumpMap, texcoords.xy), _BumpScale);
|
||||
// SM20: instruction count limitation
|
||||
// SM20: no detail normalmaps
|
||||
#if _DETAIL && !defined(SHADER_API_MOBILE) && (SHADER_TARGET >= 30)
|
||||
half mask = DetailMask(texcoords.xy);
|
||||
half3 detailNormalTangent = UnpackScaleNormal(tex2D (_DetailNormalMap, texcoords.zw), _DetailNormalMapScale);
|
||||
#if _DETAIL_LERP
|
||||
normalTangent = lerp(
|
||||
normalTangent,
|
||||
detailNormalTangent,
|
||||
mask);
|
||||
#else
|
||||
normalTangent = lerp(
|
||||
normalTangent,
|
||||
BlendNormals(normalTangent, detailNormalTangent),
|
||||
mask);
|
||||
#endif
|
||||
#endif
|
||||
return normalTangent;
|
||||
}
|
||||
#endif
|
||||
|
||||
float4 Parallax (float4 texcoords, half3 viewDir)
|
||||
{
|
||||
// D3D9/SM30 supports up to 16 samplers, skip the parallax map in case we exceed the limit
|
||||
#define EXCEEDS_D3D9_SM3_MAX_SAMPLER_COUNT (defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_SEPARATE) && defined(SHADOWS_SCREEN) && defined(_NORMALMAP) && \
|
||||
defined(_EMISSION) && defined(_DETAIL) && (defined(_METALLICGLOSSMAP) || defined(_SPECGLOSSMAP)))
|
||||
|
||||
#if !defined(_PARALLAXMAP) || (SHADER_TARGET < 30) || (defined(SHADER_API_D3D9) && EXCEEDS_D3D9_SM3_MAX_SAMPLER_COUNT)
|
||||
// SM20: instruction count limitation
|
||||
// SM20: no parallax
|
||||
return texcoords;
|
||||
#else
|
||||
half h = tex2D (_ParallaxMap, texcoords.xy).g;
|
||||
float2 offset = ParallaxOffset1Step (h, _Parallax, viewDir);
|
||||
return float4(texcoords.xy + offset, texcoords.zw + offset);
|
||||
#endif
|
||||
|
||||
#undef EXCEEDS_D3D9_SM3_MAX_SAMPLER_COUNT
|
||||
}
|
||||
|
||||
#endif // UNITY_STANDARD_INPUT_INCLUDED
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5d44df0214f7ed446bd641e3b25429a0
|
||||
timeCreated: 1435093423
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
56
Assets/ColorMask/Shaders/ColorMaskStandardMeta.cginc
Normal file
56
Assets/ColorMask/Shaders/ColorMaskStandardMeta.cginc
Normal file
|
@ -0,0 +1,56 @@
|
|||
#ifndef UNITY_STANDARD_META_INCLUDED
|
||||
#define UNITY_STANDARD_META_INCLUDED
|
||||
|
||||
// Functionality for Standard shader "meta" pass
|
||||
// (extracts albedo/emission for lightmapper etc.)
|
||||
|
||||
// define meta pass before including other files; they have conditions
|
||||
// on that in some places
|
||||
#define UNITY_PASS_META 1
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "ColorMaskStandardInput.cginc"
|
||||
#include "UnityMetaPass.cginc"
|
||||
#include "ColorMaskStandardCore.cginc"
|
||||
|
||||
struct v2f_meta
|
||||
{
|
||||
float4 uv : TEXCOORD0;
|
||||
float4 pos : SV_POSITION;
|
||||
};
|
||||
|
||||
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);
|
||||
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);
|
||||
|
||||
o.Albedo = UnityLightmappingAlbedo (data.diffColor, data.specColor, data.smoothness);
|
||||
o.Emission = Emission(i.uv.xy);
|
||||
|
||||
return UnityMetaFragment(o);
|
||||
}
|
||||
|
||||
#endif // UNITY_STANDARD_META_INCLUDED
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ef6599bf52ffb90459f0c70ac32ee0a4
|
||||
timeCreated: 1435099795
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
340
Assets/ColorMask/Shaders/ColorMaskStandardSpecular.shader
Normal file
340
Assets/ColorMask/Shaders/ColorMaskStandardSpecular.shader
Normal file
|
@ -0,0 +1,340 @@
|
|||
Shader "ColorMask/Standard (Specular setup)"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color("Color", Color) = (1,1,1,1)
|
||||
_MainTex("Albedo", 2D) = "white" {}
|
||||
|
||||
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
||||
|
||||
_ColorMaskTex("Color Mask", 2D) = "black" {}
|
||||
_RedColor("Red Color", Color) = (1,1,1,1)
|
||||
_GreenColor("Green Color", Color) = (1,1,1,1)
|
||||
_BlueColor("Blue Color", Color) = (1,1,1,1)
|
||||
_AlphaColor("Alpha Color", Color) = (1,1,1,1)
|
||||
|
||||
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
|
||||
_GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0
|
||||
[Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0
|
||||
|
||||
_SpecColor("Specular", Color) = (0.2,0.2,0.2)
|
||||
_SpecGlossMap("Specular", 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
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
#define UNITY_SETUP_BRDF_INPUT SpecularSetup
|
||||
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 _SPECGLOSSMAP
|
||||
#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 vertex vertBase
|
||||
#pragma fragment fragBase
|
||||
#include "ColorMaskStandardCoreForward.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 _SPECGLOSSMAP
|
||||
#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
|
||||
|
||||
#pragma vertex vertAdd
|
||||
#pragma fragment fragAdd
|
||||
#include "ColorMaskStandardCoreForward.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 _SPECGLOSSMAP
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma multi_compile_shadowcaster
|
||||
|
||||
#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 _SPECGLOSSMAP
|
||||
#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 ___ UNITY_HDR_ON
|
||||
#pragma multi_compile ___ LIGHTMAP_ON
|
||||
#pragma multi_compile ___ DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
||||
#pragma multi_compile ___ DYNAMICLIGHTMAP_ON
|
||||
|
||||
#pragma vertex vertDeferred
|
||||
#pragma fragment fragDeferred
|
||||
|
||||
#include "ColorMaskStandardCore.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 target 2.5
|
||||
|
||||
#pragma vertex vert_meta
|
||||
#pragma fragment frag_meta
|
||||
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _SPECGLOSSMAP
|
||||
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature ___ _DETAIL_MULX2
|
||||
|
||||
#include "ColorMaskStandardMeta.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 2.5
|
||||
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _SPECGLOSSMAP
|
||||
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
#pragma shader_feature ___ _DETAIL_MULX2
|
||||
// SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
|
||||
|
||||
#pragma skip_variants SHADOWS_SOFT DYNAMICLIGHTMAP_ON DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
||||
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex vertBase
|
||||
#pragma fragment fragBase
|
||||
#include "ColorMaskStandardCoreForward.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 2.5
|
||||
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _SPECGLOSSMAP
|
||||
#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 "ColorMaskStandardCoreForward.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
// ------------------------------------------------------------------
|
||||
// Shadow rendering pass
|
||||
Pass {
|
||||
Name "ShadowCaster"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
ZWrite On ZTest LEqual
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 2.5
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _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 target 2.5
|
||||
|
||||
#pragma vertex vert_meta
|
||||
#pragma fragment frag_meta
|
||||
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _SPECGLOSSMAP
|
||||
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature ___ _DETAIL_MULX2
|
||||
|
||||
#include "ColorMaskStandardMeta.cginc"
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "ColorMaskStandardShaderGUI"
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: bedf46e927dae18459dcdcdef5201a5f
|
||||
timeCreated: 1435103330
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
9
Assets/ColorMask/Shaders/Editor.meta
Normal file
9
Assets/ColorMask/Shaders/Editor.meta
Normal file
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 276cc93363e40514e8655de2514c9341
|
||||
folderAsset: yes
|
||||
timeCreated: 1436031523
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
469
Assets/ColorMask/Shaders/Editor/ColorMaskStandardShaderGUI.cs
Normal file
469
Assets/ColorMask/Shaders/Editor/ColorMaskStandardShaderGUI.cs
Normal file
|
@ -0,0 +1,469 @@
|
|||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityEditor
|
||||
{
|
||||
internal class ColorMaskStandardShaderGUI : ShaderGUI
|
||||
{
|
||||
private enum WorkflowMode
|
||||
{
|
||||
Specular,
|
||||
Metallic,
|
||||
Dielectric
|
||||
}
|
||||
|
||||
public enum BlendMode
|
||||
{
|
||||
Opaque,
|
||||
Cutout,
|
||||
Fade, // Old school alpha-blending mode, fresnel does not affect amount of transparency
|
||||
Transparent // Physically plausible transparency mode, implemented as alpha pre-multiply
|
||||
}
|
||||
|
||||
public enum SmoothnessMapChannel
|
||||
{
|
||||
SpecularMetallicAlpha,
|
||||
AlbedoAlpha,
|
||||
}
|
||||
|
||||
private static class Styles
|
||||
{
|
||||
public static GUIStyle optionsButton = "PaneOptions";
|
||||
public static GUIContent uvSetLabel = new GUIContent("UV Set");
|
||||
public static GUIContent[] uvSetOptions = new GUIContent[] { new GUIContent("UV channel 0"), new GUIContent("UV channel 1") };
|
||||
|
||||
public static string emptyTootip = "";
|
||||
public static GUIContent albedoText = new GUIContent("Albedo", "Albedo (RGB) and Transparency (A)");
|
||||
public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff");
|
||||
public static GUIContent colorMaskText = new GUIContent("Color Mask", "Color Mask (R)");
|
||||
public static GUIContent specularMapText = new GUIContent("Specular", "Specular (RGB) and Smoothness (A)");
|
||||
public static GUIContent metallicMapText = new GUIContent("Metallic", "Metallic (R) and Smoothness (A)");
|
||||
public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness value");
|
||||
public static GUIContent smoothnessScaleText = new GUIContent("Smoothness", "Smoothness scale factor");
|
||||
public static GUIContent smoothnessMapChannelText = new GUIContent("Source", "Smoothness texture and channel");
|
||||
public static GUIContent highlightsText = new GUIContent("Specular Highlights", "Specular Highlights");
|
||||
public static GUIContent reflectionsText = new GUIContent("Reflections", "Glossy Reflections");
|
||||
public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map");
|
||||
public static GUIContent heightMapText = new GUIContent("Height Map", "Height Map (G)");
|
||||
public static GUIContent occlusionText = new GUIContent("Occlusion", "Occlusion (G)");
|
||||
public static GUIContent emissionText = new GUIContent("Emission", "Emission (RGB)");
|
||||
public static GUIContent detailMaskText = new GUIContent("Detail Mask", "Mask for Secondary Maps (A)");
|
||||
public static GUIContent detailAlbedoText = new GUIContent("Detail Albedo x2", "Albedo (RGB) multiplied by 2");
|
||||
public static GUIContent detailNormalMapText = new GUIContent("Normal Map", "Normal Map");
|
||||
|
||||
public static string whiteSpaceString = " ";
|
||||
public static string primaryMapsText = "Main Maps";
|
||||
public static string secondaryMapsText = "Secondary Maps";
|
||||
public static string forwardText = "Forward Rendering Options";
|
||||
public static string renderingMode = "Rendering Mode";
|
||||
public static GUIContent emissiveWarning = new GUIContent ("Emissive value is animated but the material has not been configured to support emissive. Please make sure the material itself has some amount of emissive.");
|
||||
public static GUIContent emissiveColorWarning = new GUIContent ("Ensure emissive color is non-black for emission to have effect.");
|
||||
public static readonly string[] blendNames = Enum.GetNames (typeof (BlendMode));
|
||||
}
|
||||
|
||||
MaterialProperty blendMode = null;
|
||||
MaterialProperty albedoMap = null;
|
||||
MaterialProperty albedoColor = null;
|
||||
MaterialProperty alphaCutoff = null;
|
||||
MaterialProperty colorMaskMap = null;
|
||||
MaterialProperty redColor = null;
|
||||
MaterialProperty greenColor = null;
|
||||
MaterialProperty blueColor = null;
|
||||
MaterialProperty alphaColor = null;
|
||||
MaterialProperty specularMap = null;
|
||||
MaterialProperty specularColor = null;
|
||||
MaterialProperty metallicMap = null;
|
||||
MaterialProperty metallic = null;
|
||||
MaterialProperty smoothness = null;
|
||||
MaterialProperty smoothnessScale = null;
|
||||
MaterialProperty smoothnessMapChannel = null;
|
||||
MaterialProperty highlights = null;
|
||||
MaterialProperty reflections = null;
|
||||
MaterialProperty bumpScale = null;
|
||||
MaterialProperty bumpMap = null;
|
||||
MaterialProperty occlusionStrength = null;
|
||||
MaterialProperty occlusionMap = null;
|
||||
MaterialProperty heigtMapScale = null;
|
||||
MaterialProperty heightMap = null;
|
||||
MaterialProperty emissionColorForRendering = null;
|
||||
MaterialProperty emissionMap = null;
|
||||
MaterialProperty detailMask = null;
|
||||
MaterialProperty detailAlbedoMap = null;
|
||||
MaterialProperty detailNormalMapScale = null;
|
||||
MaterialProperty detailNormalMap = null;
|
||||
MaterialProperty uvSetSecondary = null;
|
||||
|
||||
MaterialEditor m_MaterialEditor;
|
||||
WorkflowMode m_WorkflowMode = WorkflowMode.Specular;
|
||||
ColorPickerHDRConfig m_ColorPickerHDRConfig = new ColorPickerHDRConfig(0f, 99f, 1/99f, 3f);
|
||||
|
||||
bool m_FirstTimeApply = true;
|
||||
|
||||
public void FindProperties (MaterialProperty[] props)
|
||||
{
|
||||
blendMode = FindProperty ("_Mode", props);
|
||||
albedoMap = FindProperty ("_MainTex", props);
|
||||
albedoColor = FindProperty ("_Color", props);
|
||||
alphaCutoff = FindProperty ("_Cutoff", props);
|
||||
colorMaskMap = FindProperty ("_ColorMaskTex", props);
|
||||
redColor = FindProperty ("_RedColor", props);
|
||||
greenColor = FindProperty ("_GreenColor", props);
|
||||
blueColor = FindProperty ("_BlueColor", props);
|
||||
alphaColor = FindProperty ("_AlphaColor", props);
|
||||
specularMap = FindProperty ("_SpecGlossMap", props, false);
|
||||
specularColor = FindProperty ("_SpecColor", props, false);
|
||||
metallicMap = FindProperty ("_MetallicGlossMap", props, false);
|
||||
metallic = FindProperty ("_Metallic", props, false);
|
||||
if (specularMap != null && specularColor != null)
|
||||
m_WorkflowMode = WorkflowMode.Specular;
|
||||
else if (metallicMap != null && metallic != null)
|
||||
m_WorkflowMode = WorkflowMode.Metallic;
|
||||
else
|
||||
m_WorkflowMode = WorkflowMode.Dielectric;
|
||||
smoothness = FindProperty ("_Glossiness", props);
|
||||
smoothnessScale = FindProperty ("_GlossMapScale", props, false);
|
||||
smoothnessMapChannel = FindProperty ("_SmoothnessTextureChannel", props, false);
|
||||
highlights = FindProperty ("_SpecularHighlights", props, false);
|
||||
reflections = FindProperty ("_GlossyReflections", props, false);
|
||||
bumpScale = FindProperty ("_BumpScale", props);
|
||||
bumpMap = FindProperty ("_BumpMap", props);
|
||||
heigtMapScale = FindProperty ("_Parallax", props);
|
||||
heightMap = FindProperty("_ParallaxMap", props);
|
||||
occlusionStrength = FindProperty ("_OcclusionStrength", props);
|
||||
occlusionMap = FindProperty ("_OcclusionMap", props);
|
||||
emissionColorForRendering = FindProperty ("_EmissionColor", props);
|
||||
emissionMap = FindProperty ("_EmissionMap", props);
|
||||
detailMask = FindProperty ("_DetailMask", props);
|
||||
detailAlbedoMap = FindProperty ("_DetailAlbedoMap", props);
|
||||
detailNormalMapScale = FindProperty ("_DetailNormalMapScale", props);
|
||||
detailNormalMap = FindProperty ("_DetailNormalMap", props);
|
||||
uvSetSecondary = FindProperty ("_UVSec", props);
|
||||
}
|
||||
|
||||
public override void OnGUI (MaterialEditor materialEditor, MaterialProperty[] props)
|
||||
{
|
||||
FindProperties (props); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly
|
||||
m_MaterialEditor = materialEditor;
|
||||
Material material = materialEditor.target as Material;
|
||||
|
||||
// Make sure that needed setup (ie keywords/renderqueue) are set up if we're switching some existing
|
||||
// material to a standard shader.
|
||||
// Do this before any GUI code has been issued to prevent layout issues in subsequent GUILayout statements (case 780071)
|
||||
if (m_FirstTimeApply)
|
||||
{
|
||||
MaterialChanged(material, m_WorkflowMode);
|
||||
m_FirstTimeApply = false;
|
||||
}
|
||||
|
||||
ShaderPropertiesGUI (material);
|
||||
}
|
||||
|
||||
public void ShaderPropertiesGUI (Material material)
|
||||
{
|
||||
// Use default labelWidth
|
||||
EditorGUIUtility.labelWidth = 0f;
|
||||
|
||||
// Detect any changes to the material
|
||||
EditorGUI.BeginChangeCheck();
|
||||
{
|
||||
BlendModePopup();
|
||||
|
||||
// Primary properties
|
||||
GUILayout.Label (Styles.primaryMapsText, EditorStyles.boldLabel);
|
||||
DoAlbedoArea(material);
|
||||
DoColorMaskArea(material);
|
||||
DoSpecularMetallicArea();
|
||||
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap, bumpMap.textureValue != null ? bumpScale : null);
|
||||
m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap, heightMap.textureValue != null ? heigtMapScale : null);
|
||||
m_MaterialEditor.TexturePropertySingleLine(Styles.occlusionText, occlusionMap, occlusionMap.textureValue != null ? occlusionStrength : null);
|
||||
DoEmissionArea(material);
|
||||
m_MaterialEditor.TexturePropertySingleLine(Styles.detailMaskText, detailMask);
|
||||
EditorGUI.BeginChangeCheck();
|
||||
m_MaterialEditor.TextureScaleOffsetProperty(albedoMap);
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
colorMaskMap.textureScaleAndOffset = albedoMap.textureScaleAndOffset; // Apply the main texture scale and offset to the color mask texture as well
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
m_MaterialEditor.TextureScaleOffsetProperty(albedoMap);
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
emissionMap.textureScaleAndOffset = albedoMap.textureScaleAndOffset; // Apply the main texture scale and offset to the emission texture as well, for Enlighten's sake
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Secondary properties
|
||||
GUILayout.Label(Styles.secondaryMapsText, EditorStyles.boldLabel);
|
||||
m_MaterialEditor.TexturePropertySingleLine(Styles.detailAlbedoText, detailAlbedoMap);
|
||||
m_MaterialEditor.TexturePropertySingleLine(Styles.detailNormalMapText, detailNormalMap, detailNormalMapScale);
|
||||
m_MaterialEditor.TextureScaleOffsetProperty(detailAlbedoMap);
|
||||
m_MaterialEditor.ShaderProperty(uvSetSecondary, Styles.uvSetLabel.text);
|
||||
|
||||
// Third properties
|
||||
GUILayout.Label(Styles.forwardText, EditorStyles.boldLabel);
|
||||
if (highlights != null)
|
||||
m_MaterialEditor.ShaderProperty(highlights, Styles.highlightsText);
|
||||
if (reflections != null)
|
||||
m_MaterialEditor.ShaderProperty(reflections, Styles.reflectionsText);
|
||||
|
||||
}
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
foreach (var obj in blendMode.targets)
|
||||
MaterialChanged((Material)obj, m_WorkflowMode);
|
||||
}
|
||||
}
|
||||
|
||||
internal void DetermineWorkflow(MaterialProperty[] props)
|
||||
{
|
||||
if (FindProperty("_SpecGlossMap", props, false) != null && FindProperty("_SpecColor", props, false) != null)
|
||||
m_WorkflowMode = WorkflowMode.Specular;
|
||||
else if (FindProperty("_MetallicGlossMap", props, false) != null && FindProperty("_Metallic", props, false) != null)
|
||||
m_WorkflowMode = WorkflowMode.Metallic;
|
||||
else
|
||||
m_WorkflowMode = WorkflowMode.Dielectric;
|
||||
}
|
||||
|
||||
public override void AssignNewShaderToMaterial (Material material, Shader oldShader, Shader newShader)
|
||||
{
|
||||
// _Emission property is lost after assigning Standard shader to the material
|
||||
// thus transfer it before assigning the new shader
|
||||
if (material.HasProperty("_Emission"))
|
||||
{
|
||||
material.SetColor("_EmissionColor", material.GetColor("_Emission"));
|
||||
}
|
||||
|
||||
base.AssignNewShaderToMaterial(material, oldShader, newShader);
|
||||
|
||||
if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/"))
|
||||
{
|
||||
SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode"));
|
||||
return;
|
||||
}
|
||||
|
||||
BlendMode blendMode = BlendMode.Opaque;
|
||||
if (oldShader.name.Contains("/Transparent/Cutout/"))
|
||||
{
|
||||
blendMode = BlendMode.Cutout;
|
||||
}
|
||||
else if (oldShader.name.Contains("/Transparent/"))
|
||||
{
|
||||
// NOTE: legacy shaders did not provide physically based transparency
|
||||
// therefore Fade mode
|
||||
blendMode = BlendMode.Fade;
|
||||
}
|
||||
material.SetFloat("_Mode", (float)blendMode);
|
||||
|
||||
DetermineWorkflow( MaterialEditor.GetMaterialProperties (new Material[] { material }) );
|
||||
MaterialChanged(material, m_WorkflowMode);
|
||||
}
|
||||
|
||||
void BlendModePopup()
|
||||
{
|
||||
EditorGUI.showMixedValue = blendMode.hasMixedValue;
|
||||
var mode = (BlendMode)blendMode.floatValue;
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
mode = (BlendMode)EditorGUILayout.Popup(Styles.renderingMode, (int)mode, Styles.blendNames);
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
m_MaterialEditor.RegisterPropertyChangeUndo("Rendering Mode");
|
||||
blendMode.floatValue = (float)mode;
|
||||
}
|
||||
|
||||
EditorGUI.showMixedValue = false;
|
||||
}
|
||||
|
||||
void DoAlbedoArea(Material material)
|
||||
{
|
||||
m_MaterialEditor.TexturePropertySingleLine(Styles.albedoText, albedoMap, albedoColor);
|
||||
if (((BlendMode)material.GetFloat("_Mode") == BlendMode.Cutout))
|
||||
{
|
||||
m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text, MaterialEditor.kMiniTextureFieldLabelIndentLevel+1);
|
||||
}
|
||||
}
|
||||
|
||||
void DoColorMaskArea(Material material)
|
||||
{
|
||||
//4 channel color mask - Texture and colors
|
||||
m_MaterialEditor.TexturePropertySingleLine(Styles.colorMaskText, colorMaskMap);
|
||||
m_MaterialEditor.ColorProperty(redColor, "Red Color");
|
||||
m_MaterialEditor.ColorProperty(greenColor, "Green Color");
|
||||
m_MaterialEditor.ColorProperty(blueColor, "Blue Color");
|
||||
m_MaterialEditor.ColorProperty(alphaColor, "Alpha Color");
|
||||
}
|
||||
|
||||
void DoEmissionArea(Material material)
|
||||
{
|
||||
bool showHelpBox = !HasValidEmissiveKeyword(material);
|
||||
|
||||
bool hadEmissionTexture = emissionMap.textureValue != null;
|
||||
|
||||
// Texture and HDR color controls
|
||||
m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, m_ColorPickerHDRConfig, false);
|
||||
|
||||
// If texture was assigned and color was black set color to white
|
||||
float brightness = emissionColorForRendering.colorValue.maxColorComponent;
|
||||
if (emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f)
|
||||
emissionColorForRendering.colorValue = Color.white;
|
||||
|
||||
// Emission for GI?
|
||||
m_MaterialEditor.LightmapEmissionProperty (MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
|
||||
|
||||
if (showHelpBox)
|
||||
{
|
||||
EditorGUILayout.HelpBox(Styles.emissiveWarning.text, MessageType.Warning);
|
||||
}
|
||||
}
|
||||
|
||||
void DoSpecularMetallicArea()
|
||||
{
|
||||
bool hasGlossMap = false;
|
||||
if (m_WorkflowMode == WorkflowMode.Specular)
|
||||
{
|
||||
hasGlossMap = specularMap.textureValue != null;
|
||||
m_MaterialEditor.TexturePropertySingleLine(Styles.specularMapText, specularMap, hasGlossMap ? null : specularColor);
|
||||
}
|
||||
else if (m_WorkflowMode == WorkflowMode.Metallic)
|
||||
{
|
||||
hasGlossMap = metallicMap.textureValue != null;
|
||||
m_MaterialEditor.TexturePropertySingleLine(Styles.metallicMapText, metallicMap, hasGlossMap ? null : metallic);
|
||||
}
|
||||
|
||||
bool showSmoothnessScale = hasGlossMap;
|
||||
if (smoothnessMapChannel != null)
|
||||
{
|
||||
int smoothnessChannel = (int) smoothnessMapChannel.floatValue;
|
||||
if (smoothnessChannel == (int) SmoothnessMapChannel.AlbedoAlpha)
|
||||
showSmoothnessScale = true;
|
||||
}
|
||||
|
||||
int indentation = 2; // align with labels of texture properties
|
||||
m_MaterialEditor.ShaderProperty(showSmoothnessScale ? smoothnessScale : smoothness, showSmoothnessScale ? Styles.smoothnessScaleText : Styles.smoothnessText, indentation);
|
||||
|
||||
++indentation;
|
||||
if (smoothnessMapChannel != null)
|
||||
m_MaterialEditor.ShaderProperty(smoothnessMapChannel, Styles.smoothnessMapChannelText, indentation);
|
||||
}
|
||||
|
||||
public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode)
|
||||
{
|
||||
switch (blendMode)
|
||||
{
|
||||
case BlendMode.Opaque:
|
||||
material.SetOverrideTag("RenderType", "");
|
||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
|
||||
material.SetInt("_ZWrite", 1);
|
||||
material.DisableKeyword("_ALPHATEST_ON");
|
||||
material.DisableKeyword("_ALPHABLEND_ON");
|
||||
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
|
||||
material.renderQueue = -1;
|
||||
break;
|
||||
case BlendMode.Cutout:
|
||||
material.SetOverrideTag("RenderType", "TransparentCutout");
|
||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
|
||||
material.SetInt("_ZWrite", 1);
|
||||
material.EnableKeyword("_ALPHATEST_ON");
|
||||
material.DisableKeyword("_ALPHABLEND_ON");
|
||||
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
|
||||
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;
|
||||
break;
|
||||
case BlendMode.Fade:
|
||||
material.SetOverrideTag("RenderType", "Transparent");
|
||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
|
||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
||||
material.SetInt("_ZWrite", 0);
|
||||
material.DisableKeyword("_ALPHATEST_ON");
|
||||
material.EnableKeyword("_ALPHABLEND_ON");
|
||||
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
|
||||
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
|
||||
break;
|
||||
case BlendMode.Transparent:
|
||||
material.SetOverrideTag("RenderType", "Transparent");
|
||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
||||
material.SetInt("_ZWrite", 0);
|
||||
material.DisableKeyword("_ALPHATEST_ON");
|
||||
material.DisableKeyword("_ALPHABLEND_ON");
|
||||
material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
|
||||
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static SmoothnessMapChannel GetSmoothnessMapChannel(Material material)
|
||||
{
|
||||
int ch = (int) material.GetFloat("_SmoothnessTextureChannel");
|
||||
if (ch == (int) SmoothnessMapChannel.AlbedoAlpha)
|
||||
return SmoothnessMapChannel.AlbedoAlpha;
|
||||
else
|
||||
return SmoothnessMapChannel.SpecularMetallicAlpha;
|
||||
}
|
||||
|
||||
static bool ShouldEmissionBeEnabled(Material mat, Color color)
|
||||
{
|
||||
var realtimeEmission = (mat.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > 0;
|
||||
return color.maxColorComponent > 0.1f / 255.0f || realtimeEmission;
|
||||
}
|
||||
|
||||
static void SetMaterialKeywords(Material material, WorkflowMode workflowMode)
|
||||
{
|
||||
// Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation
|
||||
// (MaterialProperty value might come from renderer material property block)
|
||||
SetKeyword (material, "_NORMALMAP", material.GetTexture ("_BumpMap") || material.GetTexture ("_DetailNormalMap"));
|
||||
if (workflowMode == WorkflowMode.Specular)
|
||||
SetKeyword (material, "_SPECGLOSSMAP", material.GetTexture ("_SpecGlossMap"));
|
||||
else if (workflowMode == WorkflowMode.Metallic)
|
||||
SetKeyword (material, "_METALLICGLOSSMAP", material.GetTexture ("_MetallicGlossMap"));
|
||||
SetKeyword (material, "_PARALLAXMAP", material.GetTexture ("_ParallaxMap"));
|
||||
SetKeyword (material, "_DETAIL_MULX2", material.GetTexture ("_DetailAlbedoMap") || material.GetTexture ("_DetailNormalMap"));
|
||||
|
||||
bool shouldEmissionBeEnabled = ShouldEmissionBeEnabled (material, material.GetColor("_EmissionColor"));
|
||||
SetKeyword (material, "_EMISSION", shouldEmissionBeEnabled);
|
||||
|
||||
if (material.HasProperty("_SmoothnessTextureChannel"))
|
||||
{
|
||||
SetKeyword (material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", GetSmoothnessMapChannel(material) == SmoothnessMapChannel.AlbedoAlpha);
|
||||
}
|
||||
|
||||
// Setup lightmap emissive flags
|
||||
MaterialGlobalIlluminationFlags flags = material.globalIlluminationFlags;
|
||||
if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0)
|
||||
{
|
||||
flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
|
||||
if (!shouldEmissionBeEnabled)
|
||||
flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
|
||||
|
||||
material.globalIlluminationFlags = flags;
|
||||
}
|
||||
}
|
||||
|
||||
bool HasValidEmissiveKeyword (Material material)
|
||||
{
|
||||
// Material animation might be out of sync with the material keyword.
|
||||
// So if the emission support is disabled on the material, but the property blocks have a value that requires it, then we need to show a warning.
|
||||
// (note: (Renderer MaterialPropertyBlock applies its values to emissionColorForRendering))
|
||||
bool hasEmissionKeyword = material.IsKeywordEnabled ("_EMISSION");
|
||||
if (!hasEmissionKeyword && ShouldEmissionBeEnabled (material, emissionColorForRendering.colorValue))
|
||||
return false;
|
||||
else
|
||||
return true;
|
||||
}
|
||||
|
||||
static void MaterialChanged(Material material, WorkflowMode workflowMode)
|
||||
{
|
||||
SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode"));
|
||||
|
||||
SetMaterialKeywords(material, workflowMode);
|
||||
}
|
||||
|
||||
static void SetKeyword(Material m, string keyword, bool state)
|
||||
{
|
||||
if (state)
|
||||
m.EnableKeyword (keyword);
|
||||
else
|
||||
m.DisableKeyword (keyword);
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace UnityEditor
|
|
@ -0,0 +1,12 @@
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guid: 57c815331559f6549a3f6d3c4f7102c1
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timeCreated: 1435093423
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licenseType: Store
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MonoImporter:
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userData:
|
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assetBundleName:
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assetBundleVariant:
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9
Assets/ColorMask/Textures.meta
Normal file
9
Assets/ColorMask/Textures.meta
Normal file
|
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 39b96f3ca7350da4e9d89b1bcf9e31af
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folderAsset: yes
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timeCreated: 1435094985
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licenseType: Store
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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BIN
Assets/ColorMask/readme.pdf
Normal file
BIN
Assets/ColorMask/readme.pdf
Normal file
Binary file not shown.
8
Assets/ColorMask/readme.pdf.meta
Normal file
8
Assets/ColorMask/readme.pdf.meta
Normal file
|
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 7d724b05fcb887c4aa017dbe4ae8ac8a
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1412,7 +1412,7 @@ MonoBehaviour:
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|
@ -1446,6 +1446,37 @@ MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: bcc23458a58ff384c82bd27e09aa0cc6, type: 3}
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m_Name: PixelizeQuad
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m_EditorClassIdentifier:
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active: 1
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overrideState: 1
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value: 0.184
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useAutoScreenRatio:
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value: 0
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pixelRatio:
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overrideState: 1
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value: 1
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pixelScaleX:
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overrideState: 1
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value: 1
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pixelScaleY:
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overrideState: 1
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value: 1
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--- !u!114 &-1752554079016775041
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MonoBehaviour:
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m_ObjectHideFlags: 3
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|
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center:
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overrideState: 0
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overrideState: 1
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intensity:
|
||||
overrideState: 1
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|
@ -1540,6 +1571,7 @@ MonoBehaviour:
|
|||
- {fileID: -44530092333175149}
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||||
- {fileID: -6672723021951195849}
|
||||
- {fileID: 6617679330616591269}
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- {fileID: -2221949593409771698}
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--- !u!114 &190338221448500764
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||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 3
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||||
|
@ -1589,7 +1621,7 @@ MonoBehaviour:
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value: 1
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intensity:
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overrideState: 1
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value: 0
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value: 0.5
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size:
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overrideState: 1
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value: 1
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108
Assets/Resources/Fonts/rodin/FOT-Rodin Pro B SDF Game Title.mat
Normal file
108
Assets/Resources/Fonts/rodin/FOT-Rodin Pro B SDF Game Title.mat
Normal file
|
@ -0,0 +1,108 @@
|
|||
%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 8
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: FOT-Rodin Pro B SDF Game Title
|
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m_Shader: {fileID: 4800000, guid: 68e6db2ebdc24f95958faec2be5558d6, type: 3}
|
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m_ValidKeywords: []
|
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m_InvalidKeywords:
|
||||
- MASK_SOFT
|
||||
m_LightmapFlags: 4
|
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m_EnableInstancingVariants: 0
|
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m_DoubleSidedGI: 0
|
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m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs:
|
||||
- _BumpMap:
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||||
m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _Cube:
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m_Texture: {fileID: 0}
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||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
|
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- _FaceTex:
|
||||
m_Texture: {fileID: 0}
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||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
|
||||
- _MainTex:
|
||||
m_Texture: {fileID: -6916996860123676527, guid: 4810e200fa0cb24438bac52343d7674b, type: 2}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _OutlineTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _Ambient: 0.5
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- _FaceUVSpeedY: 0
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- _GlowInner: 0.05
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- _GlowOffset: 0
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- _GlowOuter: 0.05
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- _GlowPower: 0.75
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||||
- _GradientScale: 13
|
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- _LightAngle: 3.1416
|
||||
- _MaskSoftnessX: 0
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- _MaskSoftnessY: 0
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- _OutlineSoftness: 0
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||||
- _OutlineUVSpeedX: 0
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- _OutlineUVSpeedY: 0
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||||
- _OutlineWidth: 1
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- _PerspectiveFilter: 0
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||||
- _Reflectivity: 10
|
||||
- _ScaleRatioA: 0.48647004
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||||
- _ScaleRatioB: 0.09461542
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||||
- _ScaleRatioC: 0.09461542
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||||
- _ScaleX: 1
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||||
- _ScaleY: 1
|
||||
- _ShaderFlags: 0
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||||
- _Sharpness: 1
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||||
- _SpecularPower: 2
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- _StencilOp: 0
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- _StencilReadMask: 255
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- _StencilWriteMask: 255
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5006
Assets/Resources/Games/basketballGirls.prefab
Normal file
5006
Assets/Resources/Games/basketballGirls.prefab
Normal file
File diff suppressed because it is too large
Load diff
7
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Normal file
7
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2277
Assets/Resources/Games/bouncyRoad.prefab
Normal file
2277
Assets/Resources/Games/bouncyRoad.prefab
Normal file
File diff suppressed because it is too large
Load diff
7
Assets/Resources/Games/bouncyRoad.prefab.meta
Normal file
7
Assets/Resources/Games/bouncyRoad.prefab.meta
Normal file
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4230
Assets/Resources/Games/chameleon.prefab
Normal file
4230
Assets/Resources/Games/chameleon.prefab
Normal file
File diff suppressed because it is too large
Load diff
7
Assets/Resources/Games/chameleon.prefab.meta
Normal file
7
Assets/Resources/Games/chameleon.prefab.meta
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1234
Assets/Resources/Games/frogHop.prefab
Normal file
1234
Assets/Resources/Games/frogHop.prefab
Normal file
File diff suppressed because it is too large
Load diff
7
Assets/Resources/Games/frogHop.prefab.meta
Normal file
7
Assets/Resources/Games/frogHop.prefab.meta
Normal file
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51552
Assets/Resources/Games/loveLab.prefab
Normal file
51552
Assets/Resources/Games/loveLab.prefab
Normal file
File diff suppressed because it is too large
Load diff
7
Assets/Resources/Games/loveLab.prefab.meta
Normal file
7
Assets/Resources/Games/loveLab.prefab.meta
Normal file
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Load diff
File diff suppressed because it is too large
Load diff
|
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Load diff
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@ -37,7 +37,7 @@ AnimationClip:
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@ -72,7 +72,7 @@ AnimationClip:
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@ -10073,7 +10073,7 @@ ParticleSystemRenderer:
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