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-rw-r--r--VRCSDK3Worlds/Assets/Bakery/shader/BakeryStandardSpecular.shader410
-rw-r--r--VRCSDK3Worlds/Assets/Bakery/shader/BakeryStandardSpecular.shader.meta9
2 files changed, 419 insertions, 0 deletions
diff --git a/VRCSDK3Worlds/Assets/Bakery/shader/BakeryStandardSpecular.shader b/VRCSDK3Worlds/Assets/Bakery/shader/BakeryStandardSpecular.shader
new file mode 100644
index 00000000..fc861934
--- /dev/null
+++ b/VRCSDK3Worlds/Assets/Bakery/shader/BakeryStandardSpecular.shader
@@ -0,0 +1,410 @@
+Shader "Bakery/Standard Specular"
+{
+ 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
+
+
+ // 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
+
+ _Volume0("Volume0", 3D) = "black" {}
+ _Volume1("Volume1", 3D) = "black" {}
+ _Volume2("Volume2", 3D) = "black" {}
+ _VolumeMask("Volume Mask", 3D) = "white" {}
+ _VolumeMin("Volume min", Vector) = (0,0,0)
+ _VolumeInvSize("Volume Inv Size", Vector) = (1000001, 1000001, 1000001)
+
+ [HideInInspector] _BAKERY_2SIDED ("__2s", Float) = 2.0
+ [Toggle(BAKERY_2SIDEDON)] _BAKERY_2SIDEDON ("Double-sided", Float) = 0
+ [Toggle(BAKERY_VERTEXLM)] _BAKERY_VERTEXLM ("Enable vertex LM", Float) = 0
+ [Toggle(BAKERY_VERTEXLMDIR)] _BAKERY_VERTEXLMDIR ("Enable directional vertex LM", Float) = 0
+ [Toggle(BAKERY_VERTEXLMSH)] _BAKERY_VERTEXLMSH ("Enable SH vertex LM", Float) = 0
+ [Toggle(BAKERY_VERTEXLMMASK)] _BAKERY_VERTEXLMMASK ("Enable shadowmask vertex LM", Float) = 0
+ [Toggle(BAKERY_SH)] _BAKERY_SH ("Enable SH", Float) = 0
+ [Toggle(BAKERY_SHNONLINEAR)] _BAKERY_SHNONLINEAR ("SH non-linear mode", Float) = 1
+ [Toggle(BAKERY_RNM)] _BAKERY_RNM ("Enable RNM", Float) = 0
+ [Toggle(BAKERY_LMSPEC)] _BAKERY_LMSPEC ("Enable Lightmap Specular", Float) = 0
+ [Toggle(BAKERY_BICUBIC)] _BAKERY_BICUBIC ("Enable Bicubic Filter", Float) = 0
+ [Toggle(BAKERY_PROBESHNONLINEAR)] _BAKERY_PROBESHNONLINEAR ("Use non-linear SH for light probes", Float) = 0
+ [Toggle(BAKERY_VOLUME)] _BAKERY_VOLUME ("Use volumes", Float) = 0
+ [Toggle(BAKERY_VOLROTATION)] _BAKERY_VOLROTATION ("Support volume rotation", Float) = 0
+ }
+
+ CGINCLUDE
+ #define UNITY_SETUP_BRDF_INPUT SpecularSetup
+ ENDCG
+
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
+ LOD 300
+
+
+ // ------------------------------------------------------------------
+ // Base forward pass (directional light, emission, lightmaps, ...)
+ Pass
+ {
+ Name "FORWARD"
+ Tags { "LightMode" = "ForwardBase" }
+
+ Blend [_SrcBlend] [_DstBlend]
+ ZWrite [_ZWrite]
+ Cull [_BAKERY_2SIDED]
+
+ 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 shader_feature BAKERY_VERTEXLM
+ #pragma shader_feature BAKERY_VERTEXLMDIR
+ #pragma shader_feature BAKERY_VERTEXLMSH
+ #pragma shader_feature BAKERY_VERTEXLMMASK
+ #pragma shader_feature BAKERY_SH
+ #pragma shader_feature BAKERY_SHNONLINEAR
+ #pragma shader_feature BAKERY_RNM
+ #pragma shader_feature BAKERY_LMSPEC
+ #pragma shader_feature BAKERY_BICUBIC
+ #pragma shader_feature BAKERY_PROBESHNONLINEAR
+ #pragma shader_feature BAKERY_VOLUME
+ #pragma shader_feature BAKERY_COMPRESSED_VOLUME
+ #pragma shader_feature BAKERY_VOLROTATION
+
+ #pragma multi_compile_fwdbase
+ #pragma multi_compile_fog
+ #pragma multi_compile_instancing
+ // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
+ //#pragma multi_compile _ LOD_FADE_CROSSFADE
+
+ #pragma vertex bakeryVertForwardBase
+ #pragma fragment bakeryFragForwardBase
+
+ #include "UnityStandardCore.cginc"
+ #include "Bakery.cginc"
+
+ ENDCG
+ }
+ // ------------------------------------------------------------------
+ // Additive forward pass (one light per pass)
+ Pass
+ {
+ Name "FORWARD_DELTA"
+ Tags { "LightMode" = "ForwardAdd" }
+ Blend [_SrcBlend] One
+ Fog { Color (0,0,0,0) } // in additive pass fog should be black
+ 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
+ // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
+ //#pragma multi_compile _ LOD_FADE_CROSSFADE
+
+ #pragma vertex bakeryVertForwardAdd
+ #pragma fragment bakeryFragForwardAdd
+
+ #include "UnityStandardCore.cginc"
+ #include "Bakery.cginc"
+
+ ENDCG
+ }
+ // ------------------------------------------------------------------
+ // Shadow rendering pass
+ 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 multi_compile_shadowcaster
+
+ #pragma vertex vertShadowCaster
+ #pragma fragment fragShadowCaster
+
+ #include "UnityStandardShadow.cginc"
+
+ ENDCG
+ }
+ // ------------------------------------------------------------------
+ // Deferred pass
+ Pass
+ {
+ Name "DEFERRED"
+ Tags { "LightMode" = "Deferred" }
+
+ Cull [_BAKERY_2SIDED]
+
+ 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 shader_feature BAKERY_VERTEXLM
+ #pragma shader_feature BAKERY_VERTEXLMDIR
+ #pragma shader_feature BAKERY_VERTEXLMSH
+ #pragma shader_feature BAKERY_VERTEXLMMASK
+ #pragma shader_feature BAKERY_SH
+ #pragma shader_feature BAKERY_SHNONLINEAR
+ #pragma shader_feature BAKERY_RNM
+ #pragma shader_feature BAKERY_LMSPEC
+ #pragma shader_feature BAKERY_BICUBIC
+ #pragma shader_feature BAKERY_PROBESHNONLINEAR
+ #pragma shader_feature BAKERY_VOLUME
+ #pragma shader_feature BAKERY_COMPRESSED_VOLUME
+ #pragma shader_feature BAKERY_VOLROTATION
+
+ #pragma multi_compile_prepassfinal
+ #pragma multi_compile_instancing
+ // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
+ //#pragma multi_compile _ LOD_FADE_CROSSFADE
+
+ #pragma vertex bakeryVertDeferred
+ #pragma fragment bakeryFragDeferred
+
+ #include "UnityStandardCore.cginc"
+ #include "Bakery.cginc"
+
+ ENDCG
+ }
+
+ // ------------------------------------------------------------------
+ // Extracts information for lightmapping, GI (emission, albedo, ...)
+ // This pass it not used during regular rendering.
+ 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
+
+ #include "UnityStandardMeta.cginc"
+ ENDCG
+ }
+ }
+
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
+ LOD 150
+
+ // ------------------------------------------------------------------
+ // Base forward pass (directional light, emission, lightmaps, ...)
+ Pass
+ {
+ Name "FORWARD"
+ Tags { "LightMode" = "ForwardBase" }
+
+ Blend [_SrcBlend] [_DstBlend]
+ ZWrite [_ZWrite]
+ Cull [_BAKERY_2SIDED]
+
+ 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 shader_feature BAKERY_VERTEXLM
+ #pragma shader_feature BAKERY_VERTEXLMDIR
+ #pragma shader_feature BAKERY_VERTEXLMSH
+ #pragma shader_feature BAKERY_VERTEXLMMASK
+ #pragma shader_feature BAKERY_SH
+ #pragma shader_feature BAKERY_SHNONLINEAR
+ #pragma shader_feature BAKERY_RNM
+ #pragma shader_feature BAKERY_LMSPEC
+ #pragma shader_feature BAKERY_BICUBIC
+ */
+
+ // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
+
+ #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED
+
+ #pragma multi_compile_fwdbase
+ #pragma multi_compile_fog
+
+ #pragma vertex bakeryVertForwardBase
+ #pragma fragment bakeryFragForwardBase
+
+ #include "UnityStandardCoreForward.cginc"
+ #include "Bakery.cginc"
+
+ ENDCG
+ }
+ // ------------------------------------------------------------------
+ // Additive forward pass (one light per pass)
+ Pass
+ {
+ Name "FORWARD_DELTA"
+ Tags { "LightMode" = "ForwardAdd" }
+ Blend [_SrcBlend] One
+ Fog { Color (0,0,0,0) } // in additive pass fog should be black
+ 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
+ // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
+ #pragma skip_variants SHADOWS_SOFT
+
+ #pragma multi_compile_fwdadd_fullshadows
+ #pragma multi_compile_fog
+
+ #pragma vertex bakeryVertForwardAdd
+ #pragma fragment bakeryFragForwardAdd
+
+ #include "UnityStandardCoreForward.cginc"
+ #include "Bakery.cginc"
+
+ ENDCG
+ }
+ // ------------------------------------------------------------------
+ // Shadow rendering pass
+ 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 skip_variants SHADOWS_SOFT
+ #pragma multi_compile_shadowcaster
+
+ #pragma vertex vertShadowCaster
+ #pragma fragment fragShadowCaster
+
+ #include "UnityStandardShadow.cginc"
+
+ ENDCG
+ }
+
+ // ------------------------------------------------------------------
+ // Extracts information for lightmapping, GI (emission, albedo, ...)
+ // This pass it not used during regular rendering.
+ 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 "BakeryShaderGUI"
+}
diff --git a/VRCSDK3Worlds/Assets/Bakery/shader/BakeryStandardSpecular.shader.meta b/VRCSDK3Worlds/Assets/Bakery/shader/BakeryStandardSpecular.shader.meta
new file mode 100644
index 00000000..2307655a
--- /dev/null
+++ b/VRCSDK3Worlds/Assets/Bakery/shader/BakeryStandardSpecular.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 2ad53c3d60baf17489980f3b010d040e
+timeCreated: 1538413381
+licenseType: Store
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant: