Shader "Custom/URPLitRoughness" { Properties { // Specular vs Metallic workflow _WorkflowMode("WorkflowMode", Float) = 1.0 [MainTexture] _BaseMap("Albedo", 2D) = "white" {} [MainColor] _BaseColor("Color", Color) = (1,1,1,1) _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _Smoothness("Smoothness / Roughness Scale", Range(0.0, 1.0)) = 0.5 _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 // --- ДОБАВЛЕНО ДЛЯ ROUGHNESS --- [Toggle(_ROUGHNESSMAP)] _UseRoughnessMap("Use Roughness Map", Float) = 0.0 [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) _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" }