From b82da95b5181ac8bbae38efb13e950d5e88a4caa Mon Sep 17 00:00:00 2001 From: chai Date: Fri, 23 Oct 2020 13:08:43 +0800 Subject: =?UTF-8?q?*=E7=A7=BB=E5=8A=A8amplify=20shader=20editor=E5=88=B0th?= =?UTF-8?q?ird=20party=E7=9B=AE=E5=BD=95?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Shaders/Standart/UnityStandardMeta.cginc | 64 ---------------------- 1 file changed, 64 deletions(-) delete mode 100644 Assets/MaterializeFX/Shaders/Standart/UnityStandardMeta.cginc (limited to 'Assets/MaterializeFX/Shaders/Standart/UnityStandardMeta.cginc') diff --git a/Assets/MaterializeFX/Shaders/Standart/UnityStandardMeta.cginc b/Assets/MaterializeFX/Shaders/Standart/UnityStandardMeta.cginc deleted file mode 100644 index 37ce2a5b..00000000 --- a/Assets/MaterializeFX/Shaders/Standart/UnityStandardMeta.cginc +++ /dev/null @@ -1,64 +0,0 @@ -// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -#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 "UnityStandardInput.cginc" -#include "UnityMetaPass.cginc" -#include "UnityStandardCore.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, float4(0, 0, 0, 0), float3(0, 0, 0)); - - UnityMetaInput o; - UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o); - -#if defined(EDITOR_VISUALIZATION) - o.Albedo = data.diffColor; -#else - o.Albedo = UnityLightmappingAlbedo (data.diffColor, data.specColor, data.smoothness); -#endif - o.SpecularColor = data.specColor; - - o.Emission = Emission(i.uv.xy); - - return UnityMetaFragment(o); -} - -#endif // UNITY_STANDARD_META_INCLUDED -- cgit v1.1-26-g67d0