// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID' #ifndef UNITY_STANDARD_INPUT_INCLUDED #define UNITY_STANDARD_INPUT_INCLUDED #include "UnityCG.cginc" #include "UnityShaderVariables.cginc" #include "UnityInstancing.cginc" #include "UnityStandardConfig.cginc" #include "UnityPBSLighting.cginc" // TBD: remove #include "UnityStandardUtils.cginc" //--------------------------------------- // Directional lightmaps & Parallax require tangent space too #if (_NORMALMAP || DIRLIGHTMAP_COMBINED || DIRLIGHTMAP_SEPARATE || _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; half _Roughness; sampler2D _MetallicRoughnessMap; 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 MetallicRough(float2 uv) { half2 mr; fixed4 mrmap = tex2D(_MetallicRoughnessMap, uv); mr.x = mrmap.b * _Metallic; mr.y = mrmap.g * _Roughness; return mr; } half2 MetallicGloss(float2 uv) { half2 mg; fixed4 mr = tex2D(_MetallicRoughnessMap, uv); mg.x = mr.b * _Metallic; mg.y = 1 - (mr.g * _Roughness); return mg; } half3 Emission(float2 uv) { #ifndef _EMISSION return 0; #else return tex2D(_EmissionMap, uv).rgb * _EmissionColor.rgb; #endif } // see this link regarding unpacking instructions: // https://github.com/KhronosGroup/glTF/blob/2.0/specification/2.0/schema/material.normalTextureInfo.schema.json#L13 half3 UnpackScaleNormalGLTF(half4 packednormal, half bumpScale) { float3 normal = normalize(packednormal.xyz); normal = (normal*2.0 - 1.0); normal.xy *= bumpScale; return normalize(normal); } #ifdef _NORMALMAP half3 NormalInTangentSpace(float4 texcoords) { half3 normalTangent = UnpackScaleNormalGLTF(tex2D(_BumpMap, texcoords.xy), _BumpScale); // SM20: instruction count limitation // SM20: no detail normalmaps #if _DETAIL && !defined(SHADER_API_MOBILE) && (SHADER_TARGET >= 30) half mask = DetailMask(texcoords.xy); half3 detailNormalTangent = UnpackScaleNormalGLTF(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) { // D3D9/SM30 supports up to 16 samplers, skip the parallax map in case we exceed the limit #define EXCEEDS_D3D9_SM3_MAX_SAMPLER_COUNT (defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_SEPARATE) && defined(SHADOWS_SCREEN) && defined(_NORMALMAP) && \ defined(_EMISSION) && defined(_DETAIL) && (defined(_METALLICGLOSSMAP) || defined(_SPECGLOSSMAP))) #if !defined(_PARALLAXMAP) || (SHADER_TARGET < 30) || (defined(SHADER_API_D3D9) && EXCEEDS_D3D9_SM3_MAX_SAMPLER_COUNT) // SM20: instruction count limitation // SM20: no parallax 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 #undef EXCEEDS_D3D9_SM3_MAX_SAMPLER_COUNT } #endif // UNITY_STANDARD_INPUT_INCLUDED