열차 목업의 내부 확인용 프로젝트
smchoi
2024-07-31 9fe33c1ae076b0f6501619388e6b4cc872b76f80
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Shader "MK/Glow/Selective/Standard (Specular setup)"
{
    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
        _GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0
        [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0
 
        _SpecColor("Specular", Color) = (0.2,0.2,0.2)
        _SpecGlossMap("Specular", 2D) = "white" {}
        [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
        [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
 
        _BumpScale("Scale", Float) = 1.0
        _BumpMap("Normal Map", 2D) = "bump" {}
 
        _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
        _ParallaxMap ("Height Map", 2D) = "black" {}
 
        _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
        _OcclusionMap("Occlusion", 2D) = "white" {}
 
        _EmissionColor("Color", Color) = (0,0,0)
        _EmissionMap("Emission", 2D) = "white" {}
 
        _DetailMask("Detail Mask", 2D) = "white" {}
 
        _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
        _DetailNormalMapScale("Scale", Float) = 1.0
        _DetailNormalMap("Normal Map", 2D) = "bump" {}
 
        [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
 
        [HideInInspector] _Mode ("__mode", Float) = 0.0
        [HideInInspector] _SrcBlend ("__src", Float) = 1.0
        [HideInInspector] _DstBlend ("__dst", Float) = 0.0
        [HideInInspector] _ZWrite ("__zw", Float) = 1.0
    }
 
    CGINCLUDE
        #define UNITY_SETUP_BRDF_INPUT SpecularSetup
    ENDCG
 
    SubShader
    {
        Tags { "RenderType" = "MKGlow" "PerformanceChecks"="False" }
        LOD 300
 
        Pass
        {
            Name "FORWARD"
            Tags { "LightMode" = "ForwardBase" }
 
            Blend [_SrcBlend] [_DstBlend]
            ZWrite [_ZWrite]
 
            CGPROGRAM
            #pragma target 3.0
 
            #pragma shader_feature _NORMALMAP
            #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _EMISSION
            #pragma shader_feature _SPECGLOSSMAP
            #pragma shader_feature ___ _DETAIL_MULX2
            #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
            #pragma shader_feature _PARALLAXMAP
 
            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog
            #pragma multi_compile_instancing
 
            #pragma vertex vertBase
            #pragma fragment fragBase
            #include "UnityStandardCoreForward.cginc"
 
            ENDCG
        }
 
        Pass
        {
            Name "FORWARD_DELTA"
            Tags { "LightMode" = "ForwardAdd" }
            Blend [_SrcBlend] One
            Fog { Color (0,0,0,0) }
            ZWrite Off
            ZTest LEqual
 
            CGPROGRAM
            #pragma target 3.0
 
            #pragma shader_feature _NORMALMAP
            #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _SPECGLOSSMAP
            #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature ___ _DETAIL_MULX2
            #pragma shader_feature _PARALLAXMAP
 
            #pragma multi_compile_fwdadd_fullshadows
            #pragma multi_compile_fog
 
            #pragma vertex vertAdd
            #pragma fragment fragAdd
            #include "UnityStandardCoreForward.cginc"
 
            ENDCG
        }
 
        Pass {
            Name "ShadowCaster"
            Tags { "LightMode" = "ShadowCaster" }
 
            ZWrite On ZTest LEqual
 
            CGPROGRAM
            #pragma target 3.0
 
            #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _SPECGLOSSMAP
            #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature _PARALLAXMAP
            #pragma multi_compile_shadowcaster
            #pragma multi_compile_instancing
 
            #pragma vertex vertShadowCaster
            #pragma fragment fragShadowCaster
 
            #include "UnityStandardShadow.cginc"
 
            ENDCG
        }
 
        Pass
        {
            Name "DEFERRED"
            Tags { "LightMode" = "Deferred" }
 
            CGPROGRAM
            #pragma target 3.0
            #pragma exclude_renderers nomrt
 
            #pragma shader_feature _NORMALMAP
            #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _EMISSION
            #pragma shader_feature _SPECGLOSSMAP
            #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature ___ _DETAIL_MULX2
            #pragma shader_feature _PARALLAXMAP
 
            #pragma multi_compile_prepassfinal
            #pragma multi_compile_instancing
 
            #pragma vertex vertDeferred
            #pragma fragment fragDeferred
 
            #include "UnityStandardCore.cginc"
 
            ENDCG
        }
 
        Pass
        {
            Name "META"
            Tags { "LightMode"="Meta" }
 
            Cull Off
 
            CGPROGRAM
            #pragma vertex vert_meta
            #pragma fragment frag_meta
 
            #pragma shader_feature _EMISSION
            #pragma shader_feature _SPECGLOSSMAP
            #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature ___ _DETAIL_MULX2
            #pragma shader_feature EDITOR_VISUALIZATION
 
            #include "UnityStandardMeta.cginc"
            ENDCG
        }
    }
 
    SubShader
    {
        Tags { "RenderType" = "MKGlow" "PerformanceChecks"="False" }
        LOD 150
 
        Pass
        {
            Name "FORWARD"
            Tags { "LightMode" = "ForwardBase" }
 
            Blend [_SrcBlend] [_DstBlend]
            ZWrite [_ZWrite]
 
            CGPROGRAM
            #pragma target 2.0
 
            #pragma shader_feature _NORMALMAP
            #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _EMISSION
            #pragma shader_feature _SPECGLOSSMAP
            #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
            #pragma shader_feature ___ _DETAIL_MULX2
 
            #pragma skip_variants SHADOWS_SOFT DYNAMICLIGHTMAP_ON DIRLIGHTMAP_COMBINED
 
            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog
 
            #pragma vertex vertBase
            #pragma fragment fragBase
            #include "UnityStandardCoreForward.cginc"
 
            ENDCG
        }
 
        Pass
        {
            Name "FORWARD_DELTA"
            Tags { "LightMode" = "ForwardAdd" }
            Blend [_SrcBlend] One
            Fog { Color (0,0,0,0) }
            ZWrite Off
            ZTest LEqual
 
            CGPROGRAM
            #pragma target 2.0
 
            #pragma shader_feature _NORMALMAP
            #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _SPECGLOSSMAP
            #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature ___ _DETAIL_MULX2
 
            #pragma skip_variants SHADOWS_SOFT
 
            #pragma multi_compile_fwdadd_fullshadows
            #pragma multi_compile_fog
 
            #pragma vertex vertAdd
            #pragma fragment fragAdd
            #include "UnityStandardCoreForward.cginc"
 
            ENDCG
        }
 
        Pass {
            Name "ShadowCaster"
            Tags { "LightMode" = "ShadowCaster" }
 
            ZWrite On ZTest LEqual
 
            CGPROGRAM
            #pragma target 2.0
 
            #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _SPECGLOSSMAP
            #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma skip_variants SHADOWS_SOFT
            #pragma multi_compile_shadowcaster
 
            #pragma vertex vertShadowCaster
            #pragma fragment fragShadowCaster
 
            #include "UnityStandardShadow.cginc"
 
            ENDCG
        }
        Pass
        {
            Name "META"
            Tags { "LightMode"="Meta" }
 
            Cull Off
 
            CGPROGRAM
            #pragma vertex vert_meta
            #pragma fragment frag_meta
 
            #pragma shader_feature _EMISSION
            #pragma shader_feature _SPECGLOSSMAP
            #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature ___ _DETAIL_MULX2
            #pragma shader_feature EDITOR_VISUALIZATION
 
            #include "UnityStandardMeta.cginc"
            ENDCG
        }
    }
 
    FallBack "VertexLit"
    CustomEditor "MK.Glow.Legacy.Editor.SelectiveStandardShaderGUI"
}