This commit is contained in:
2023-11-28 11:38:59 +05:30
commit ce059d4bf6
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Shader "GLTFUtility/Standard Transparent (Metallic)" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_MetallicGlossMap ("Metallic (B) Gloss (G)", 2D) = "white" {}
_Roughness ("Roughness", Range(0,1)) = 1
_Metallic ("Metallic", Range(0,1)) = 1
[Normal] _BumpMap ("Normal", 2D) = "bump" {}
_BumpScale("NormalScale", Float) = 1.0
_OcclusionMap ("Occlusion (R)", 2D) = "white" {}
_EmissionMap ("Emission", 2D) = "black" {}
_EmissionColor ("Emission Color", Color) = (0,0,0,0)
}
SubShader {
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows alpha:fade
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _MetallicGlossMap;
sampler2D _BumpMap;
sampler2D _OcclusionMap;
sampler2D _EmissionMap;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_MetallicGlossMap;
float2 uv_OcclusionMap;
float2 uv_EmissionMap;
float4 color : COLOR;
};
half _Roughness;
half _Metallic;
half _AlphaCutoff;
half _BumpScale;
fixed4 _Color;
fixed4 _EmissionColor;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb * IN.color;
o.Alpha = c.a;
// Metallic comes from blue channel tinted by slider variables
fixed4 m = tex2D (_MetallicGlossMap, IN.uv_MetallicGlossMap);
o.Metallic = m.b * _Metallic;
// Smoothness comes from blue channel tinted by slider variables
o.Smoothness = 1 - (m.g * _Roughness);
// Normal comes from a bump map
o.Normal = UnpackScaleNormal(tex2D (_BumpMap, IN.uv_BumpMap), _BumpScale);
// Ambient Occlusion comes from red channel
o.Occlusion = tex2D (_OcclusionMap, IN.uv_OcclusionMap).r;
// Emission comes from a texture tinted by color
o.Emission = tex2D (_EmissionMap, IN.uv_EmissionMap) * _EmissionColor;
}
ENDCG
}
FallBack "Diffuse"
}

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Shader "GLTFUtility/Standard (Metallic)" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_MetallicGlossMap ("Metallic (B) Gloss (G)", 2D) = "white" {}
_Roughness ("Roughness", Range(0,1)) = 1
_Metallic ("Metallic", Range(0,1)) = 1
[Normal] _BumpMap ("Normal", 2D) = "bump" {}
_BumpScale("NormalScale", Float) = 1.0
_OcclusionMap ("Occlusion (R)", 2D) = "white" {}
_EmissionMap ("Emission", 2D) = "black" {}
_EmissionColor ("Emission Color", Color) = (0,0,0,0)
_AlphaCutoff ("Alpha Cutoff", Range(0,1)) = 0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _MetallicGlossMap;
sampler2D _BumpMap;
sampler2D _OcclusionMap;
sampler2D _EmissionMap;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_MetallicGlossMap;
float2 uv_OcclusionMap;
float2 uv_EmissionMap;
float4 color : COLOR;
};
half _Roughness;
half _Metallic;
half _AlphaCutoff;
half _BumpScale;
fixed4 _Color;
fixed4 _EmissionColor;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb * IN.color;
clip(c.a - _AlphaCutoff);
// Metallic comes from blue channel tinted by slider variables
fixed4 m = tex2D (_MetallicGlossMap, IN.uv_MetallicGlossMap);
o.Metallic = m.b * _Metallic;
// Smoothness comes from blue channel tinted by slider variables
o.Smoothness = 1 - (m.g * _Roughness);
// Normal comes from a bump map
o.Normal = UnpackScaleNormal (tex2D (_BumpMap, IN.uv_BumpMap), _BumpScale);
// Ambient Occlusion comes from red channel
o.Occlusion = tex2D (_OcclusionMap, IN.uv_OcclusionMap).r;
// Emission comes from a texture tinted by color
o.Emission = tex2D (_EmissionMap, IN.uv_EmissionMap) * _EmissionColor;
}
ENDCG
}
FallBack "Diffuse"
}

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Shader "GLTFUtility/Standard Transparent (Specular)" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_SpecGlossMap ("Specular Map", 2D) = "white" {}
_SpecColor ("Specular Color", Color) = (1,1,1,1)
_GlossyReflections ("Glossiness", Range(0,1)) = 1
[Normal] _BumpMap ("Normal", 2D) = "bump" {}
_BumpScale("NormalScale", Float) = 1.0
_OcclusionMap ("Occlusion", 2D) = "white" {}
_EmissionMap ("Emission", 2D) = "black" {}
_EmissionColor ("Emission Color", Color) = (0,0,0,0)
}
SubShader {
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 200
CGPROGRAM
// Physically based StandardSpecular lighting model, and enable shadows on all light types
#pragma surface surf StandardSpecular fullforwardshadows alpha:fade
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _SpecGlossMap;
sampler2D _BumpMap;
sampler2D _OcclusionMap;
sampler2D _EmissionMap;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_SpecGlossMap;
float2 uv_OcclusionMap;
float2 uv_EmissionMap;
float4 color : COLOR;
};
half _GlossyReflections;
half _BumpScale;
fixed4 _Color;
fixed4 _EmissionColor;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandardSpecular o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb * IN.color;
o.Alpha = c.a;
// Specular / roughness
fixed4 s = tex2D (_SpecGlossMap, IN.uv_SpecGlossMap);
o.Specular = s.rgb * _SpecColor;
o.Smoothness = s.a * _GlossyReflections;
// Normal comes from a bump map
o.Normal = UnpackScaleNormal (tex2D (_BumpMap, IN.uv_BumpMap), _BumpScale);
// Ambient Occlusion comes from red channel
o.Occlusion = tex2D (_OcclusionMap, IN.uv_OcclusionMap).r;
// Emission comes from a texture tinted by color
o.Emission = tex2D (_EmissionMap, IN.uv_EmissionMap) * _EmissionColor;
}
ENDCG
}
FallBack "Diffuse"
}

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Shader "GLTFUtility/Standard (Specular)" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_SpecGlossMap ("Specular Map", 2D) = "white" {}
_SpecColor ("Specular Color", Color) = (1,1,1,1)
_GlossyReflections ("Glossiness", Range(0,1)) = 1
[Normal] _BumpMap ("Normal", 2D) = "bump" {}
_BumpScale("NormalScale", Float) = 1.0
_OcclusionMap ("Occlusion", 2D) = "white" {}
_EmissionMap ("Emission", 2D) = "black" {}
_EmissionColor ("Emission Color", Color) = (0,0,0,0)
_AlphaCutoff ("Alpha Cutoff", Range(0,1)) = 0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based StandardSpecular lighting model, and enable shadows on all light types
#pragma surface surf StandardSpecular fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _SpecGlossMap;
sampler2D _BumpMap;
sampler2D _OcclusionMap;
sampler2D _EmissionMap;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_SpecGlossMap;
float2 uv_OcclusionMap;
float2 uv_EmissionMap;
float4 color : COLOR;
};
half _GlossyReflections;
half _AlphaCutoff;
half _BumpScale;
fixed4 _Color;
fixed4 _EmissionColor;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandardSpecular o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb * IN.color;
clip(c.a - _AlphaCutoff);
// Specular / roughness
fixed4 s = tex2D (_SpecGlossMap, IN.uv_SpecGlossMap);
o.Specular = s.rgb * _SpecColor;
o.Smoothness = s.a * _GlossyReflections;
// Normal comes from a bump map
o.Normal = UnpackScaleNormal (tex2D (_BumpMap, IN.uv_BumpMap), _BumpScale);
// Ambient Occlusion comes from red channel
o.Occlusion = tex2D (_OcclusionMap, IN.uv_OcclusionMap).r;
// Emission comes from a texture tinted by color
o.Emission = tex2D (_EmissionMap, IN.uv_EmissionMap) * _EmissionColor;
}
ENDCG
}
FallBack "Diffuse"
}

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