Add baked lightmaps and cubemap

This commit is contained in:
Toomas Tamm
2020-12-01 01:53:43 +02:00
parent dd0a163c1e
commit 2b9669daac
223 changed files with 2616 additions and 1405 deletions

View File

@@ -9,7 +9,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Marble_Black_PBR
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
m_ShaderKeywords: _METALLICSPECGLOSSMAP _NORMALMAP _PARALLAXMAP _SPECGLOSSMAP _SPECULAR_SETUP
m_ShaderKeywords: _METALLICSPECGLOSSMAP _NORMALMAP _SPECULAR_SETUP
m_LightmapFlags: 4
m_EnableInstancingVariants: 1
m_DoubleSidedGI: 1
@@ -82,7 +82,7 @@ Material:
- _Parallax: 0.02
- _QueueOffset: 0
- _ReceiveShadows: 1
- _Smoothness: 1
- _Smoothness: 0.8
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
@@ -91,8 +91,21 @@ Material:
- _WorkflowMode: 0
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _BaseColor: {r: 0, g: 0, b: 0, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: []
--- !u!114 &8800678377782095441
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m_Name:
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version: 2

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@@ -1,53 +0,0 @@
Shader "Custom/NewSurfaceShader"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}

View File

@@ -1,9 +0,0 @@
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