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StandardFast.shader
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355 lines (277 loc) · 12 KB
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// Faster version of the Unity Standard Shader.
// Forces compilation for shader model 5.0.
// Sets several defines to make perf/quality trade-offs that are more realistic for less beefy hardware.
// Based on the shader sources from 5.4.
// Merging should be relatively easy as none of the .cginc files need to be touched.
// Supports stereo instancing.
Shader "HoloToolkit/StandardFast"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
_BumpScale("Scale", Float) = 1.0
_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
// Use lower quality BDRFs (bi-directional reflectance distribution functions)
#define UNITY_BRDF_PBS BRDF3_Unity_PBS
#define UNITY_BRDF_PBS_LIGHTMAP_INDIRECT BRDF3_Unity_PBS
// Several other optimizations
// You may wish to re-enable box projection depending on your needs
#undef UNITY_SPECCUBE_BOX_PROJECTION
#define UNITY_SPECCUBE_BOX_PROJECTION 0
#undef UNITY_SPECCUBE_BLENDING
#define UNITY_SPECCUBE_BLENDING 0
#define UNITY_TANGENT_ORTHONORMALIZE 0
#define UNITY_SETUP_BRDF_INPUT MetallicSetup
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
// We only target the HoloLens (and the Unity editor), so take advantage of shader model 5.
#pragma target 5.0
#pragma only_renderers d3d11
// -------------------------------------
#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 "UnityStandardCoreForward.cginc"
ENDCG
}
// ------------------------------------------------------------------
// Additive forward pass (one light per pass)
Pass
{
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend[_SrcBlend] One
Fog { Color(0,0,0,0) } // in additive pass fog should be black
ZWrite Off
ZTest LEqual
CGPROGRAM
// We only target the HoloLens (and the Unity editor), so take advantage of shader model 5.
#pragma target 5.0
#pragma only_renderers d3d11
// -------------------------------------
#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 "UnityStandardCoreForward.cginc"
ENDCG
}
// ------------------------------------------------------------------
// Shadow rendering pass
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual
CGPROGRAM
// We only target the HoloLens (and the Unity editor), so take advantage of shader model 5.
#pragma target 5.0
#pragma only_renderers d3d11
// -------------------------------------
#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
// We only target the HoloLens (and the Unity editor), so take advantage of shader model 5.
#pragma target 5.0
#pragma only_renderers d3d11
// -------------------------------------
#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_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma vertex vertDeferred
#pragma fragment fragDeferred
#include "UnityStandardCore.cginc"
ENDCG
}
// ------------------------------------------------------------------
// Extracts information for lightmapping, GI (emission, albedo, ...)
// This pass it not used during regular rendering.
Pass
{
Name "META"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
#pragma vertex vert_meta
#pragma fragment frag_meta
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature ___ _DETAIL_MULX2
#include "UnityStandardMeta.cginc"
ENDCG
}
}
SubShader
{
Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" }
LOD 150
// ------------------------------------------------------------------
// Base forward pass (directional light, emission, lightmaps, ...)
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
CGPROGRAM
#pragma target 2.0
#pragma shader_feature _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 "UnityStandardCoreForward.cginc"
ENDCG
}
// ------------------------------------------------------------------
// Additive forward pass (one light per pass)
Pass
{
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend[_SrcBlend] One
Fog { Color(0,0,0,0) } // in additive pass fog should be black
ZWrite Off
ZTest LEqual
CGPROGRAM
#pragma target 2.0
#pragma shader_feature _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 "UnityStandardCoreForward.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 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 "UnityStandardMeta.cginc"
ENDCG
}
}
FallBack "VertexLit"
CustomEditor "StandardShaderGUI"
}