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Shader "TaSTT/Simple_PBS"
{
Properties
{
[MaterialToggle] BG_Enable("Enable custom background", float) = 0
BG_BaseColor("Background base color", 2D) = "black" {}
[NoScaleOffset] BG_NormalMap ("Background normal map", 2D) = "bump" {}
BG_NormalStrength ("Background normal strength", Float) = 1
BG_Smoothness("Background smoothness", 2D) = "black" {}
[MaterialToggle]BG_Smoothness_Invert("Invert background smoothness", float) = 1
BG_Metallic("Background metallic", 2D) = "black" {}
BG_Emission_Mask("Background emission mask", 2D) = "black" {}
BG_Emission_Color("Background emission color", Color) = (0, 0, 0)
[MaterialToggle] Enable_Custom_Cubemap("Enable custom cubemap", float) = 0
Custom_Cubemap("Custom cubemap", Cube) = "" {}
// %TEMPLATE__UNITY_ROW_COL_PARAMS%
}
SubShader
{
Pass {
Tags {
"RenderType"="Opaque"
"Queue"="AlphaTest+499"
"LightMode" = "ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma target 3.0
#pragma multi_compile _ VERTEXLIGHT_ON
#pragma vertex vert
#pragma fragment frag
#define FORWARD_BASE_PASS
#include "PBS_lighting.cginc"
ENDCG
}
Pass {
Tags {
"RenderType" = "Opaque"
"LightMode" = "ForwardAdd"
"Queue"="AlphaTest+499"
}
Blend One One
ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma multi_compile_fwdadd
#pragma vertex vert
#pragma fragment frag
#include "PBS_lighting.cginc"
ENDCG
}
}
}
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