Shader "SegaTechBlog/lightingChecker" { Properties { [Header(__ Material Params __________)][Space(5)] _AlbedoColor ("Color", Color) = (0.4663, 0.4663, 0.4663, 1) _Metallic ("Metallic", Range(0.0, 1.0)) = 0.0 _Anisotropy ("Anisotropy", Range(-1.0, 1.0)) = 0.0 _Smoothness ("Smoothness", Range(0.0, 1.0)) = 0.5 [Space(15)] [Toggle(_COLMAP)] _UseColorMap ("@ Color Map", Float) = 1 [NoScaleOffset] _MainTex ("Color(RGB), Alpha(A)", 2D) = "white" {} [Toggle(_METMAP)] _UseMetMap ("@ Mat Map:Metallic", Float) = 1 [Toggle(_OCCMAP)] _UseOccMap ("@ Mat Map:Occlusion", Float) = 1 [Toggle(_SMTMAP)] _UseSmtMap ("@ Mat Map:Smoothness", Float) = 1 [NoScaleOffset] _MetallicGlossMap ("Metal(R), Occlude(G), Smooth(A)", 2D) = "white" {} [Toggle(_NORMALMAP)]_UseNormalMap ("@ Normal Map", Float) = 0 [NoScaleOffset] _NormalMap ("Tangent Normal(RGB)", 2D) = "bump" {} [Header(__ View One Element ___________)][Space(5)] [KeywordEnum(_,COLOR,DIFFUSE_COLOR,SPECULAR_COLOR,METALLIC,SMOOTHNESS,OCCLUSION)]_VMAT("> View Material Element", Float) = 0 [Space(5)][KeywordEnum(_,LIGHT_COLOR,LIGHT_ILLUMINANCE,SHADE_LAMBERT,SHADE_SPECULAR,SHADE_SPEC_DGF,SHADE_SPEC_D,SHADE_SPEC_G,SHADE_SPEC_F)]_VSUN("> View Sun Light Element", Float) = 0 [Space(5)][KeywordEnum(_,LIGHT_ILLUMINANCE,SHADE_LAMBERT,SHADE_REFLECTION)]_VENV("> View Environment Light Element", Float) = 0 [Space(5)][KeywordEnum(_,LIGHT_COLOR,LIGHT_ILLUMINANCE,SHADE_LAMBERT,SHADE_SPECULAR,SHADE_SPEC_DGF,SHADE_SPEC_D,SHADE_SPEC_G,SHADE_SPEC_F)]_VPOINT("> View Sub Light Element", Float) = 0 [Space(5)][KeywordEnum(_,TOTAL_ILLUMINANCE,TOTAL_REFLECTION)]_VGET("> View Total Light Amount", Float) = 0 [Space(15)] [Header(__ Measure The Value __________)][Space(5)] [Toggle(_CHECKVALUE)]_CheckValue("> Measure The Output Value", Float) = 0 [Space(5)]_ChkTargetValue(" ORANGE-GREEN-BLUE", Range(-0.1, 5.0)) = 0.1842 [Enum(x0.01,0.01, x0.1,0.1, x1,1.0, x10,10.0, x100,100.0, x1000,1000.0, x10000,10000.0)]_ChkTargetScale(" (Higher - Hit - Lower)", Range( 0.001, 1000.0)) = 1.0 [Space(8)][PowerSlider(2.0)]_ChkRange(" Tolerance", Range(0.0032, 10.0)) = 0.045 [Space(30)] [Header(__ Other Options ____________)][Space(5)] [Toggle(_NOPIDIV)]_NoPiDiv("No INV_PI as UnityStandard", Float) = 0 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { Name "FORWARD" Tags{ "LightMode" = "ForwardBase"} ZWrite On Blend One Zero BlendOp Add HLSLPROGRAM #pragma target 3.5 #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling #pragma multi_compile _ VERTEXLIGHT_ON #pragma shader_feature DIRECTIONAL #pragma shader_feature SHADOWS_SCREEN #pragma multi_compile _ LIGHTPROBE_SH DIRLIGHTMAP_COMBINED #pragma multi_compile _ UNITY_USE_NATIVE_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHTMAP_DLDR_ENCODING #pragma shader_feature DYNAMICLIGHTMAP_ON #pragma shader_feature _NOPIDIV #pragma shader_feature _COLMAP #pragma shader_feature _METMAP #pragma shader_feature _OCCMAP #pragma shader_feature _SMTMAP #pragma shader_feature _NORMALMAP #pragma multi_compile _ _VMAT_COLOR _VMAT_DIFFUSE_COLOR _VMAT_SPECULAR_COLOR _VMAT_METALLIC _VMAT_SMOOTHNESS _VMAT_OCCLUSION _VSUN_LIGHT_COLOR _VSUN_LIGHT_ILLUMINANCE _VSUN_SHADE_LAMBERT _VSUN_SHADE_SPECULAR _VSUN_SHADE_SPEC_DGF _VSUN_SHADE_SPEC_D _VSUN_SHADE_SPEC_G _VSUN_SHADE_SPEC_F _VENV_LIGHT_ILLUMINANCE _VENV_SHADE_LAMBERT _VENV_SHADE_REFLECTION _VPOINT_LIGHT_COLOR _VPOINT_LIGHT_ILLUMINANCE _VPOINT_SHADE_LAMBERT _VPOINT_SHADE_SPECULAR _VPOINT_SHADE_SPEC_D _VPOINT_SHADE_SPEC_G _VPOINT_SHADE_SPEC_F _VGET_TOTAL_ILLUMINANCE _VGET_TOTAL_REFLECTION #pragma multi_compile _ _VSUN__ #pragma multi_compile _ _VPOINT__ #pragma shader_feature _CHECKVALUE #pragma vertex ChsForwardVertex #pragma fragment ChsForwardFragment #define SEGATB_FORWARD #include "litChkLib.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ZWrite On ColorMask 0 HLSLPROGRAM #pragma target 3.5 #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment #define SEGATB_SHADOWCASTER #include "litChkLib.hlsl" ENDHLSL } Pass { Name "META" Tags{"LightMode" = "Meta"} Cull Off HLSLPROGRAM #pragma shader_feature _COLMAP #pragma shader_feature _METMAP #pragma shader_feature EDITOR_VISUALIZATION #pragma vertex MetaVertex #pragma fragment MetaFragment #define SEGATB_META #include "litChkLib.hlsl" ENDHLSL } } }