добавил шейдер lit с металлической картой
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--- !u!1001 &2049774462
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PrefabInstance:
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@ -68,7 +68,7 @@ namespace _Project.Scripts.LevelGenerating
|
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ReadSettings();
|
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var data = Generate(0); // позже этим будет управлять оркестратор
|
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var pos = data.Start.Center;
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Player.transform.position = new Vector3(pos.x/2f, 10, pos.y/2f);
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Player.transform.position = new Vector3(pos.x/2f, 1, pos.y/2f);
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}
|
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|
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void ReadSettings()
|
||||
|
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@ -1,6 +1,7 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using _Project.Scripts.PlayerUtils; // Подключаем пространство имен с нашими модулями игрока
|
||||
using _Project.Scripts.PlayerUtils;
|
||||
using UnityEngine.SceneManagement; // Подключаем пространство имен с нашими модулями игрока
|
||||
|
||||
namespace _Project.Scripts
|
||||
{
|
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@ -46,6 +47,10 @@ namespace _Project.Scripts
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}
|
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}
|
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|
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public void ReloadScene()
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{
|
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SceneManager.LoadScene(SceneManager.GetActiveScene().name);
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}
|
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/// <summary>
|
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/// Открытие меню / Пауза
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/// </summary>
|
||||
|
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490
Assets/_Project/Shaders/URPRoughness.shader
Normal file
490
Assets/_Project/Shaders/URPRoughness.shader
Normal file
@ -0,0 +1,490 @@
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||||
Shader "Custom/URPLitRoughness"
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||||
{
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||||
Properties
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{
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// Specular vs Metallic workflow
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_WorkflowMode("WorkflowMode", Float) = 1.0
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||||
|
||||
[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
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[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
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||||
|
||||
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
||||
|
||||
_Smoothness("Smoothness / Roughness Scale", Range(0.0, 1.0)) = 0.5
|
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_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
|
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|
||||
// --- ДОБАВЛЕНО ДЛЯ ROUGHNESS ---
|
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[Toggle(_ROUGHNESSMAP)] _UseRoughnessMap("Use Roughness Map", Float) = 0.0
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||||
[NoScaleOffset] _RoughnessMap("Roughness Map (R)", 2D) = "white" {}
|
||||
// -------------------------------
|
||||
|
||||
_Metallic("Metallic", Range(0.0, 1.0)) = 0.0
|
||||
_MetallicGlossMap("Metallic", 2D) = "white" {}
|
||||
|
||||
_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
|
||||
_SpecGlossMap("Specular", 2D) = "white" {}
|
||||
|
||||
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
|
||||
[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
|
||||
[ToggleOff] _ScreenSpaceReflections("Screen Space Reflections", Float) = 1.0
|
||||
[ToggleOff] _ScreenSpaceReflectionsContributeTransparent("Screen Space Reflections Contribute Transparent", Float) = 1.0
|
||||
|
||||
_BumpScale("Normal Scale", Float) = 1.0
|
||||
_BumpMap("Normal Map", 2D) = "bump" {}
|
||||
|
||||
_Parallax("Height Scale", Range(0.005, 0.08)) = 0.005
|
||||
_ParallaxMap("Height Map", 2D) = "black" {}
|
||||
|
||||
_OcclusionStrength("Occlusion Strength", Range(0.0, 1.0)) = 1.0
|
||||
_OcclusionMap("Occlusion", 2D) = "white" {}
|
||||
|
||||
[HDR] _EmissionColor("Emission Color", Color) = (0,0,0)
|
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_EmissionMap("Emission", 2D) = "white" {}
|
||||
|
||||
_DetailMask("Detail Mask", 2D) = "white" {}
|
||||
_DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0
|
||||
_DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
|
||||
_DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0
|
||||
[Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {}
|
||||
|
||||
// SRP batching compatibility for Clear Coat (Not used in Lit)
|
||||
[HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0
|
||||
[HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0
|
||||
|
||||
// Blending state
|
||||
_Surface("__surface", Float) = 0.0
|
||||
_Blend("__blend", Float) = 0.0
|
||||
_Cull("__cull", Float) = 2.0
|
||||
[ToggleUI] _AlphaClip("__clip", Float) = 0.0
|
||||
[HideInInspector] _SrcBlend("__src", Float) = 1.0
|
||||
[HideInInspector] _DstBlend("__dst", Float) = 0.0
|
||||
[HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
|
||||
[HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
|
||||
[HideInInspector] _ZWrite("__zw", Float) = 1.0
|
||||
[HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0
|
||||
[HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
|
||||
[HideInInspector] _AddPrecomputedVelocity("_AddPrecomputedVelocity", Float) = 0.0
|
||||
[HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1.0
|
||||
|
||||
[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
|
||||
// Editmode props
|
||||
_QueueOffset("Queue offset", Float) = 0.0
|
||||
|
||||
// ObsoleteProperties
|
||||
[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
|
||||
[HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
|
||||
[HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
|
||||
[HideInInspector] _Glossiness("Smoothness", Float) = 0.0
|
||||
[HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
|
||||
|
||||
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
|
||||
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
|
||||
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
|
||||
}
|
||||
|
||||
// --- ЛОГИКА ПЕРЕХВАТА И ИНВЕРСИИ ROUGHNESS -> SMOOTHNESS ---
|
||||
HLSLINCLUDE
|
||||
#define SampleMetallicSpecGloss SampleMetallicSpecGloss_Orig
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#undef SampleMetallicSpecGloss
|
||||
|
||||
TEXTURE2D(_RoughnessMap);
|
||||
SAMPLER(sampler_RoughnessMap);
|
||||
|
||||
half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha)
|
||||
{
|
||||
half4 specGloss = SampleMetallicSpecGloss_Orig(uv, albedoAlpha);
|
||||
#ifdef _ROUGHNESSMAP
|
||||
half roughness = SAMPLE_TEXTURE2D(_RoughnessMap, sampler_RoughnessMap, uv).r;
|
||||
// Инвертируем Roughness в Smoothness и умножаем на ползунок _Smoothness
|
||||
specGloss.a = (1.0h - roughness) * _Smoothness;
|
||||
#endif
|
||||
return specGloss;
|
||||
}
|
||||
ENDHLSL
|
||||
// -----------------------------------------------------------
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"RenderType" = "Opaque"
|
||||
"RenderPipeline" = "UniversalPipeline"
|
||||
"UniversalMaterialType" = "Lit"
|
||||
"IgnoreProjector" = "True"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Forward pass. Shades all light in a single pass. GI + emission + Fog
|
||||
Pass
|
||||
{
|
||||
Name "ForwardLit"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "UniversalForward"
|
||||
}
|
||||
|
||||
Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
|
||||
ZWrite[_ZWrite]
|
||||
Cull[_Cull]
|
||||
AlphaToMask[_AlphaToMask]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma vertex LitPassVertex
|
||||
#pragma fragment LitPassFragment
|
||||
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local _PARALLAXMAP
|
||||
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
||||
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
||||
#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
|
||||
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||
#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
|
||||
#pragma shader_feature_local_fragment _EMISSION
|
||||
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
|
||||
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature_local_fragment _OCCLUSIONMAP
|
||||
#pragma shader_feature_local_fragment _ROUGHNESSMAP
|
||||
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
||||
#pragma shader_feature_local_fragment _SCREENSPACEREFLECTIONS_OFF
|
||||
#pragma shader_feature_local_fragment _SPECULAR_SETUP
|
||||
|
||||
// Universal Pipeline keywords
|
||||
#if defined(UNITY_PLATFORM_META_QUEST)
|
||||
#pragma multi_compile _ META_QUEST_LIGHTUNROLL
|
||||
#endif
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
||||
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
|
||||
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS
|
||||
#pragma multi_compile_fragment _ _SCREEN_SPACE_REFLECTION
|
||||
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||||
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
||||
#pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE
|
||||
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||||
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
||||
#pragma multi_compile _ _LIGHT_LAYERS
|
||||
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
|
||||
#if defined(UNITY_PLATFORM_META_QUEST)
|
||||
#pragma multi_compile _ META_QUEST_ORTHO_PROJ
|
||||
#pragma multi_compile _ META_QUEST_NO_SPOTLIGHTS_LIGHT_LOOP
|
||||
#endif
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||
|
||||
// Unity defined keywords
|
||||
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
||||
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||||
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
#pragma multi_compile _ LIGHTMAP_ON
|
||||
#pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING
|
||||
#pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION
|
||||
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||||
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
|
||||
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options renderinglayer
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "ShadowCaster"
|
||||
}
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
ColorMask 0
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma vertex ShadowPassVertex
|
||||
#pragma fragment ShadowPassFragment
|
||||
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
|
||||
#pragma multi_compile_instancing
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "GBuffer"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "UniversalGBuffer"
|
||||
}
|
||||
|
||||
ZWrite[_ZWrite]
|
||||
ZTest LEqual
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 4.5
|
||||
|
||||
#pragma exclude_renderers gles3 glcore
|
||||
|
||||
#pragma vertex LitGBufferPassVertex
|
||||
#pragma fragment LitGBufferPassFragment
|
||||
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||
#pragma shader_feature_local_fragment _EMISSION
|
||||
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
|
||||
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature_local_fragment _OCCLUSIONMAP
|
||||
#pragma shader_feature_local_fragment _ROUGHNESSMAP
|
||||
#pragma shader_feature_local _PARALLAXMAP
|
||||
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
||||
|
||||
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
||||
#pragma shader_feature_local_fragment _SCREENSPACEREFLECTIONS_OFF
|
||||
#pragma shader_feature_local_fragment _SPECULAR_SETUP
|
||||
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
||||
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
||||
#pragma multi_compile_fragment _ _SCREEN_SPACE_REFLECTION
|
||||
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||||
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||||
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
||||
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
|
||||
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||
|
||||
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
||||
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||||
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
#pragma multi_compile _ LIGHTMAP_ON
|
||||
#pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING
|
||||
#pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION
|
||||
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||||
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
||||
#pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
|
||||
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options renderinglayer
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl"
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutputFormat.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "DepthOnly"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "DepthOnly"
|
||||
}
|
||||
|
||||
ZWrite On
|
||||
ColorMask R
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma vertex DepthOnlyVertex
|
||||
#pragma fragment DepthOnlyFragment
|
||||
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
#pragma shader_feature_local _PARALLAXMAP
|
||||
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
#pragma multi_compile_instancing
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "DepthNormals"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "DepthNormals"
|
||||
}
|
||||
|
||||
ZWrite On
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma vertex DepthNormalsVertex
|
||||
#pragma fragment DepthNormalsFragment
|
||||
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local _PARALLAXMAP
|
||||
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
|
||||
#pragma shader_feature_local_fragment _ROUGHNESSMAP
|
||||
#pragma shader_feature_local_fragment _SCREENSPACEREFLECTIONS_OFF
|
||||
#pragma shader_feature_local_fragment _SCREENSPACEREFLECTIONSCONTRIBUTETRANSPARENT_OFF
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||
#pragma multi_compile _ _WRITE_SMOOTHNESS
|
||||
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
||||
|
||||
#pragma multi_compile_instancing
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Meta"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "Meta"
|
||||
}
|
||||
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma vertex UniversalVertexMeta
|
||||
#pragma fragment UniversalFragmentMetaLit
|
||||
|
||||
#pragma shader_feature_local_fragment _SPECULAR_SETUP
|
||||
#pragma shader_feature_local_fragment _EMISSION
|
||||
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
|
||||
#pragma shader_feature_local_fragment _ROUGHNESSMAP
|
||||
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||
#pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
||||
#pragma shader_feature_local_fragment _SPECGLOSSMAP
|
||||
#pragma shader_feature EDITOR_VISUALIZATION
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Universal2D"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "Universal2D"
|
||||
}
|
||||
|
||||
Blend[_SrcBlend][_DstBlend]
|
||||
ZWrite[_ZWrite]
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
|
||||
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "MotionVectors"
|
||||
Tags { "LightMode" = "MotionVectors" }
|
||||
ColorMask RG
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "XRMotionVectors"
|
||||
Tags { "LightMode" = "XRMotionVectors" }
|
||||
ColorMask RGBA
|
||||
|
||||
Stencil
|
||||
{
|
||||
WriteMask 1
|
||||
Ref 1
|
||||
Comp Always
|
||||
Pass Replace
|
||||
}
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile _ APPLICATION_SPACE_WARP_MOTION_TRANSPARENT
|
||||
#pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
|
||||
#define APPLICATION_SPACE_WARP_MOTION 1
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "Hidden/Universal Render Pipeline/FallbackError"
|
||||
// CustomEditor отключен, чтобы новое поле _RoughnessMap отображалось в инспекторе:
|
||||
// CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
|
||||
}
|
||||
3
Assets/_Project/Shaders/URPRoughness.shader.meta
Normal file
3
Assets/_Project/Shaders/URPRoughness.shader.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0a7484571253481a8dbad0d7a985699d
|
||||
timeCreated: 1792579357
|
||||
Loading…
Reference in New Issue
Block a user