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#ifndef POIFRAG
#define POIFRAG
int _CubeGradientDebug;
float4 frag(v2f i, float facing: VFACE): SV_Target
{
if (_CubeGradientDebug == 1)
{
float4 debugCol = frac(i.localPos.z);
if(debugCol.x <= 0.001)
{
debugCol.rgb = float3(1,0,0);
}
return debugCol;
}
#ifdef BASICS
calculateBasics(i);
#endif
#ifdef LIGHTING
calculateLighting(i);
#endif
#ifdef DND_LIGHTING
calculateDNDLighting(i);
#endif
#ifdef FORWARD_BASE_PASS
#ifdef REFRACTION
calculateRefraction(i);
#endif
#endif
#ifdef METAL
calculateReflections(i.uv, i.normal, viewDirection);
#endif
#ifdef TEXTURE_BLENDING
calculateTextureBlending(blendAlpha, mainTexture, albedo, i.uv);
#endif
clip(mainTexture.a * alphaMask - _Clip);
#ifdef MATCAP
calculateMatcap(viewDirection, i.normal, i.uv);
#endif
#ifdef LIGHTING
#ifdef SUBSURFACE
calculateSubsurfaceScattering(i, viewDirection);
#endif
#endif
#ifdef RIM_LIGHTING
calculateRimLighting(i.uv, viewDotNormal);
#endif
#ifdef PANOSPHERE
calculatePanosphere(i.worldPos, i.uv);
#endif
#ifdef SCROLLING_LAYERS
calculateScrollingLayers(i.uv);
#endif
#ifdef EMISSION
calculateEmission(i.uv, i.localPos);
#endif
float4 finalColor = albedo;
#ifdef RIM_LIGHTING
applyRimColor(finalColor);
#endif
#ifdef MATCAP
applyMatcap(finalColor);
#endif
#ifdef PANOSPHERE
applyPanosphereColor(finalColor);
#endif
#ifdef FORWARD_BASE_PASS
#ifdef REFRACTION
applyRefraction(finalColor);
#endif
#endif
float4 finalColorBeforeLighting = finalColor;
#ifdef LIGHTING
applyLighting(finalColor);
#endif
#ifdef DND_LIGHTING
applyDNDLighting(finalColor);
#endif
#ifdef METAL
applyReflections(finalColor, finalColorBeforeLighting);
#endif
#ifdef SPECULAR
calculateSpecular(i.normal, albedo, viewDirection, i.uv);
#endif
#ifdef FORWARD_BASE_PASS
#ifdef LIGHTING
#ifdef SPECULAR
//applyLightingToSpecular();
applySpecular(finalColor);
#endif
#endif
#ifdef PANOSPHERE
applyPanosphereEmission(finalColor);
#endif
#ifdef EMISSION
applyEmission(finalColor);
#endif
#ifdef RIM_LIGHTING
ApplyRimEmission(finalColor);
#endif
#endif
#ifdef LIGHTING
#if (defined(POINT) || defined(SPOT))
#ifdef METAL
applyAdditiveReflectiveLighting(finalColor);
#endif
#ifdef TRANSPARENT
finalColor.rgb *= finalColor.a;
#endif
#ifdef SPECULAR
applySpecular(finalColor);
#endif
#endif
#endif
#ifdef LIGHTING
#ifdef SUBSURFACE
applySubsurfaceScattering(finalColor);
#endif
#endif
#ifdef FORWARD_BASE_PASS
UNITY_APPLY_FOG(i.fogCoord, finalColor);
#endif
return finalColor;
}
#endif
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