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authorchai <chaifix@163.com>2022-03-10 14:07:40 +0800
committerchai <chaifix@163.com>2022-03-10 14:07:40 +0800
commit22891bf59032ba88262824255a706d652031384b (patch)
tree7595439ba9966c9402d37e37cee5e8cf098757d5 /Assets/ThirdParty/MaterializeFX/Shaders/Standart/UnityStandardInput.cginc
parent8b04ea73e540067f83870b61d89db4868fea5e8a (diff)
* move folder
Diffstat (limited to 'Assets/ThirdParty/MaterializeFX/Shaders/Standart/UnityStandardInput.cginc')
-rw-r--r--Assets/ThirdParty/MaterializeFX/Shaders/Standart/UnityStandardInput.cginc240
1 files changed, 0 insertions, 240 deletions
diff --git a/Assets/ThirdParty/MaterializeFX/Shaders/Standart/UnityStandardInput.cginc b/Assets/ThirdParty/MaterializeFX/Shaders/Standart/UnityStandardInput.cginc
deleted file mode 100644
index 3c206a64..00000000
--- a/Assets/ThirdParty/MaterializeFX/Shaders/Standart/UnityStandardInput.cginc
+++ /dev/null
@@ -1,240 +0,0 @@
-// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
-
-#ifndef UNITY_STANDARD_INPUT_INCLUDED
-#define UNITY_STANDARD_INPUT_INCLUDED
-
-#include "UnityCG.cginc"
-#include "UnityStandardConfig.cginc"
-#include "UnityPBSLighting.cginc" // TBD: remove
-#include "UnityStandardUtils.cginc"
-
-//---------------------------------------
-// Directional lightmaps & Parallax require tangent space too
-#if (_NORMALMAP || DIRLIGHTMAP_COMBINED || _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 _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 = _Color.rgb * tex2D (_MainTex, texcoords.xy).rgb;
-#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;
-}
-
-half2 MetallicRough(float2 uv)
-{
- half2 mg;
-#ifdef _METALLICGLOSSMAP
- mg.r = tex2D(_MetallicGlossMap, uv).r;
-#else
- mg.r = _Metallic;
-#endif
-
-#ifdef _SPECGLOSSMAP
- mg.g = 1.0f - tex2D(_SpecGlossMap, uv).r;
-#else
- mg.g = 1.0f - _Glossiness;
-#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);
-
-#if _DETAIL && defined(UNITY_ENABLE_DETAIL_NORMALMAP)
- 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)
-{
-#if !defined(_PARALLAXMAP) || (SHADER_TARGET < 30)
- // Disable parallax on pre-SM3.0 shader target models
- 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
-
-}
-
-#endif // UNITY_STANDARD_INPUT_INCLUDED