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Added GLTF shaders
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Siccity committed Apr 1, 2019
1 parent d736afa commit 29c53b0
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Showing 7 changed files with 159 additions and 5 deletions.
8 changes: 8 additions & 0 deletions Materials.meta

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66 changes: 66 additions & 0 deletions Materials/Standard-Metallic.shader
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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

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 _BumpMap;
sampler2D _MetallicGlossMap;
sampler2D _EmissionMap;

struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float4 color : COLOR;
};

half _Glossiness;
half _Metallic;
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_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"
}
9 changes: 9 additions & 0 deletions Materials/Standard-Metallic.shader.meta

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62 changes: 62 additions & 0 deletions Materials/Standard-Specular.shader
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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

// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0

sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _SpecGlossMap;
sampler2D _EmissionMap;

struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float4 color : COLOR;
};

half _GlossyReflections;
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_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"
}
9 changes: 9 additions & 0 deletions Materials/Standard-Specular.shader.meta

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2 changes: 1 addition & 1 deletion Scripts/Editor/GLTFImporter.cs
Original file line number Diff line number Diff line change
@@ -1,9 +1,9 @@
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.Experimental.AssetImporters;
using UnityEngine;
using UnityEditor;

namespace Siccity.GLTFUtility {
[ScriptedImporter(1, "gltf")]
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8 changes: 4 additions & 4 deletions Scripts/GLTFMaterial.cs
Original file line number Diff line number Diff line change
Expand Up @@ -87,7 +87,7 @@ public class PbrMetalRoughness : GLTFProperty {

#region Serialized fields
public float[] baseColorFactor;
public float metallicFactor;
public float metallicFactor = 1f;
public float roughnessFactor = 1f;
public TextureReference baseColorTexture;
public TextureReference metallicRoughnessTexture;
Expand All @@ -105,7 +105,7 @@ public override void Load() {
else baseColor = Color.white;

// Material
Material = new Material(Shader.Find("Standard"));
Material = new Material(Shader.Find("GLTFUtility/Standard (Metallic)"));
Material.color = baseColor;
Material.SetFloat("_Metallic", metallicFactor);
Material.SetFloat("_Glossiness", 1 - roughnessFactor);
Expand All @@ -129,7 +129,7 @@ public override void Load() {
/// <summary> JSONUtility sometimes sets nulls to new empty classes instead of null. Check if any values are set </summary>
public bool IsValid() {
if (baseColorFactor != null && baseColorFactor.Length != 0) return true;
else if (metallicFactor != 0f) return true;
else if (metallicFactor != 1f) return true;
else if (roughnessFactor != 1f) return true;
else if (baseColorTexture != null) return true;
else if (metallicRoughnessTexture != null) return true;
Expand Down Expand Up @@ -170,7 +170,7 @@ public override void Load() {
else specularColor = Color.white;

// Material base values
Material = new Material(Shader.Find("Standard (Specular setup)"));
Material = new Material(Shader.Find("GLTFUtility/Standard (Specular)"));
Material.color = baseColor;
Material.SetColor("_SpecColor", specularColor);
Material.SetFloat("_Glossiness", glossinessFactor);
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