Files
2026-06-28 15:59:12 +02:00

87 lines
3.0 KiB
GLSL

Shader "Digicrafts/UV-Free/Standard/Standard" {
Properties {
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
// UV-Free Properties
[Toggle(_UVFREE_WORLDSPACE)] _UVSpace ("_UVSpace", Float) = 0
[KeywordEnum(Free,UV0,UV1)] _UVFREE_UV ("_UVFREE_UV", Float) = 0
[Toggle(_UVFREE_VERTEX_COLOR)] _VertexColor ("_VertexColor", Float) = 0
_VertexColorPower ("_VertexColorPower", Range(0,5)) = 1
_Top ("_Top", Float) = 0
_PowerTop ("_PowerTop", Range(0,1)) = 0.5
_ColorTop ("_ColorTop", Color) = (1,1,1,1)
_MainTexTop ("_MainTexTop", 2D) = "white" {}
_Bottom ("_Bottom", Float) = 0
_PowerBottom ("_PowerBottom", Range(0,1)) = 0.5
_ColorBottom ("_ColorBottom", Color) = (1,1,1,1)
_MainTexBottom ("_MainTexBottom", 2D) = "white" {}
_GlossinessTop("Smoothness", Range(0.0, 1.0)) = 0.5
[Gamma] _MetallicTop("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMapTop("Metallic", 2D) = "white" {}
_BumpScaleTop("Scale", Float) = 1.0
_BumpMapTop ("_BumpMapTop", 2D) = "bump" {}
_GlossinessBottom("Smoothness", Range(0.0, 1.0)) = 0.5
[Gamma] _MetallicBottom("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMapBottom("Metallic", 2D) = "white" {}
_BumpScaleBottom("Scale", Float) = 1.0
_BumpMapBottom ("_BumpMapBottom", 2D) = "bump" {}
// _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
// _OcclusionMap("Occlusion", 2D) = "white" {}
// _OcclusionStrengthTop("Strength", Range(0.0, 1.0)) = 1.0
// _OcclusionMapTop("Occlusion", 2D) = "white" {}
// _OcclusionStrengthBottom("Strength", Range(0.0, 1.0)) = 1.0
// _OcclusionMapBottom("Occlusion", 2D) = "white" {}
// Blending state
[HideInInspector] _Mode ("__mode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
}
SubShader {
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
CGPROGRAM
#pragma surface surf Standard vertex:vert
#pragma target 3.0
#pragma shader_feature _UVFREE_WORLDSPACE
#pragma shader_feature _UVFREE_VERTEX_COLOR
// Standard shader feature variants
#pragma shader_feature _NORMALMAP
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _METALLICGLOSSMAP_TOP
#pragma shader_feature _METALLICGLOSSMAP_BOTTOM
#include "Assets/Digicrafts/UVFree/Shaders/Core/UVFreeVertexColor.cginc"
#include "Assets/Digicrafts/UVFree/Shaders/Core/UVFreeStandardNoOcc.cginc"
#include "Assets/Digicrafts/UVFree/Shaders/Core/UVFreeMain.cginc"
#include "Assets/Digicrafts/UVFree/Shaders/Core/UVFreeStandardMetallic.cginc"
#include "Assets/Digicrafts/UVFree/Shaders/Core/UVFreeStandard.cginc"
ENDCG
}
Fallback "Diffuse"
CustomEditor "UVFreeStandardShaderGUI"
}