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Shader "GLTFUtility/Standard (Metallic)" { | ||
Properties { | ||
_Color ("Color", Color) = (1,1,1,1) | ||
_MainTex ("Albedo (RGB)", 2D) = "white" {} | ||
_MetallicGlossMap ("Metallic Map", 2D) = "white" {} | ||
_Glossiness ("Roughness", Range(0,1)) = 0.5 | ||
_Metallic ("Metallic", Range(0,1)) = 0.0 | ||
_BumpMap ("Normal", 2D) = "bump" {} | ||
_EmissionMap ("Emission", 2D) = "black" {} | ||
_EmissionColor ("Emission Color", Color) = (0,0,0,0) | ||
} | ||
SubShader { | ||
Tags { "RenderType"="Opaque" } | ||
LOD 200 | ||
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CGPROGRAM | ||
// Physically based Standard lighting model, and enable shadows on all light types | ||
#pragma surface surf Standard fullforwardshadows | ||
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// Use shader model 3.0 target, to get nicer looking lighting | ||
#pragma target 3.0 | ||
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sampler2D _MainTex; | ||
sampler2D _BumpMap; | ||
sampler2D _MetallicGlossMap; | ||
sampler2D _EmissionMap; | ||
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struct Input { | ||
float2 uv_MainTex; | ||
float2 uv_BumpMap; | ||
float4 color : COLOR; | ||
}; | ||
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half _Glossiness; | ||
half _Metallic; | ||
fixed4 _Color; | ||
fixed4 _EmissionColor; | ||
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// 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) | ||
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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_MainTex); | ||
o.Metallic = m.b * _Metallic; | ||
// Smoothness comes from blue channel tinted by slider variables | ||
o.Smoothness = 1 - (m.g * _Glossiness); | ||
// Ambient Occlusion comes from red channel | ||
//o.Occlusion = m.r; | ||
// Normal comes from a bump map | ||
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap)); | ||
// Emission comes from a texture tinted by color | ||
o.Emission = tex2D (_EmissionMap, IN.uv_MainTex) * _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)) = 0.0 | ||
_BumpMap ("Normal", 2D) = "bump" {} | ||
_EmissionMap ("Emission", 2D) = "black" {} | ||
_EmissionColor ("Emission Color", Color) = (0,0,0,0) | ||
} | ||
SubShader { | ||
Tags { "RenderType"="Opaque" } | ||
LOD 200 | ||
|
||
CGPROGRAM | ||
// Physically based StandardSpecular lighting model, and enable shadows on all light types | ||
#pragma surface surf StandardSpecular fullforwardshadows | ||
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||
// Use shader model 3.0 target, to get nicer looking lighting | ||
#pragma target 3.0 | ||
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||
sampler2D _MainTex; | ||
sampler2D _BumpMap; | ||
sampler2D _SpecGlossMap; | ||
sampler2D _EmissionMap; | ||
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struct Input { | ||
float2 uv_MainTex; | ||
float2 uv_BumpMap; | ||
float4 color : COLOR; | ||
}; | ||
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half _GlossyReflections; | ||
fixed4 _Color; | ||
fixed4 _EmissionColor; | ||
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||
// 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) | ||
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||
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_MainTex); | ||
o.Specular = s.rgb * _SpecColor; | ||
o.Smoothness = 1 - (s.a * _GlossyReflections); | ||
// Normal comes from a bump map | ||
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap)); | ||
// Emission comes from a texture tinted by color | ||
o.Emission = tex2D (_EmissionMap, IN.uv_MainTex) * _EmissionColor; | ||
} | ||
ENDCG | ||
} | ||
FallBack "Diffuse" | ||
} |
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