Çözüldü Unity nesnenin arka planı gözükmüyor

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Murtazaa

Hectopat
Katılım
2 Ekim 2020
Mesajlar
37
Mayadan ev yapıp Unity'ye aktardım ama evin arkası boş olarak gözüküyor.
 

Dosya Ekleri

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Çözüm
Objenin shaderını bu attığım ile değiştirip dener misin?
Hatta yeni material oluştur onu at objeye ve materialın shaderını bununla değiştir.
(Shader oluşturmak için Project>Sağ Tık>Create>Shader>Standard Shader)

Kod:
Shader "StandardDoubleSide"
{
    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
        [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
        _MetallicGlossMap("Metallic", 2D) = "white" {}

        _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
    }

    CGINCLUDE
        #define UNITY_SETUP_BRDF_INPUT MetallicSetup
    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 Off
            CGPROGRAM
            #pragma target 3.0
            // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
            #pragma exclude_renderers gles

            // -------------------------------------

            #pragma shader_feature _NORMALMAP
            #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _EMISSION
            #pragma shader_feature _METALLICGLOSSMAP
            #pragma shader_feature ___ _DETAIL_MULX2
            #pragma shader_feature _PARALLAXMAP

            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog

            #pragma vertex vertForwardBase
            #pragma fragment fragForwardBase

            #include "UnityStandardCore.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
            // GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
            #pragma exclude_renderers gles

            // -------------------------------------


            #pragma shader_feature _NORMALMAP
            #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _METALLICGLOSSMAP
            #pragma shader_feature ___ _DETAIL_MULX2
            #pragma shader_feature _PARALLAXMAP

            #pragma multi_compile_fwdadd_fullshadows
            #pragma multi_compile_fog

            #pragma vertex vertForwardAdd
            #pragma fragment fragForwardAdd

            #include "UnityStandardCore.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Shadow rendering pass
        Pass {
            Name "ShadowCaster"
            Tags { "LightMode" = "ShadowCaster" }

            ZWrite On ZTest LEqual

            CGPROGRAM
            #pragma target 3.0
            // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
            #pragma exclude_renderers gles

            // -------------------------------------


            #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 Off
            CGPROGRAM
            #pragma target 3.0
            // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
            #pragma exclude_renderers nomrt gles


            // -------------------------------------

            #pragma shader_feature _NORMALMAP
            #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _EMISSION
            #pragma shader_feature _METALLICGLOSSMAP
            #pragma shader_feature ___ _DETAIL_MULX2
            #pragma shader_feature _PARALLAXMAP

            #pragma multi_compile ___ UNITY_HDR_ON
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON

            #pragma vertex vertDeferred
            #pragma fragment fragDeferred

            #include "UnityStandardCore.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 _METALLICGLOSSMAP
            #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]

            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 _METALLICGLOSSMAP
            #pragma shader_feature ___ _DETAIL_MULX2
            // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP

            #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE

            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog

            #pragma vertex vertForwardBase
            #pragma fragment fragForwardBase

            #include "UnityStandardCore.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 _METALLICGLOSSMAP
            #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 vertForwardAdd
            #pragma fragment fragForwardAdd

            #include "UnityStandardCore.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 _METALLICGLOSSMAP
            #pragma shader_feature ___ _DETAIL_MULX2

            #include "UnityStandardMeta.cginc"
            ENDCG
        }
    }


    FallBack "VertexLit"
    CustomEditor "StandardShaderGUI"
}
Mayadan ev yapıp Unity'ye aktardım ama evin arkası boş olarak gözüküyor.
Bu içeriği görüntülemek için üçüncü taraf çerezlerini yerleştirmek için izninize ihtiyacımız olacak.
Daha detaylı bilgi için, çerezler sayfamıza bakınız.
bu videoda 5:21’den sonra yaptıklarını deneyebilirmisiniz?
 
Objenin shaderını bu attığım ile değiştirip dener misin?
Hatta yeni material oluştur onu at objeye ve materialın shaderını bununla değiştir.
(Shader oluşturmak için Project>Sağ Tık>Create>Shader>Standard Shader)

Kod:
Shader "StandardDoubleSide"
{
    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
        [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
        _MetallicGlossMap("Metallic", 2D) = "white" {}

        _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
    }

    CGINCLUDE
        #define UNITY_SETUP_BRDF_INPUT MetallicSetup
    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 Off
            CGPROGRAM
            #pragma target 3.0
            // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
            #pragma exclude_renderers gles

            // -------------------------------------

            #pragma shader_feature _NORMALMAP
            #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _EMISSION
            #pragma shader_feature _METALLICGLOSSMAP
            #pragma shader_feature ___ _DETAIL_MULX2
            #pragma shader_feature _PARALLAXMAP

            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog

            #pragma vertex vertForwardBase
            #pragma fragment fragForwardBase

            #include "UnityStandardCore.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
            // GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
            #pragma exclude_renderers gles

            // -------------------------------------


            #pragma shader_feature _NORMALMAP
            #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _METALLICGLOSSMAP
            #pragma shader_feature ___ _DETAIL_MULX2
            #pragma shader_feature _PARALLAXMAP

            #pragma multi_compile_fwdadd_fullshadows
            #pragma multi_compile_fog

            #pragma vertex vertForwardAdd
            #pragma fragment fragForwardAdd

            #include "UnityStandardCore.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Shadow rendering pass
        Pass {
            Name "ShadowCaster"
            Tags { "LightMode" = "ShadowCaster" }

            ZWrite On ZTest LEqual

            CGPROGRAM
            #pragma target 3.0
            // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
            #pragma exclude_renderers gles

            // -------------------------------------


            #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 Off
            CGPROGRAM
            #pragma target 3.0
            // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
            #pragma exclude_renderers nomrt gles


            // -------------------------------------

            #pragma shader_feature _NORMALMAP
            #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _EMISSION
            #pragma shader_feature _METALLICGLOSSMAP
            #pragma shader_feature ___ _DETAIL_MULX2
            #pragma shader_feature _PARALLAXMAP

            #pragma multi_compile ___ UNITY_HDR_ON
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON

            #pragma vertex vertDeferred
            #pragma fragment fragDeferred

            #include "UnityStandardCore.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 _METALLICGLOSSMAP
            #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]

            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 _METALLICGLOSSMAP
            #pragma shader_feature ___ _DETAIL_MULX2
            // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP

            #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE

            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog

            #pragma vertex vertForwardBase
            #pragma fragment fragForwardBase

            #include "UnityStandardCore.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 _METALLICGLOSSMAP
            #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 vertForwardAdd
            #pragma fragment fragForwardAdd

            #include "UnityStandardCore.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 _METALLICGLOSSMAP
            #pragma shader_feature ___ _DETAIL_MULX2

            #include "UnityStandardMeta.cginc"
            ENDCG
        }
    }


    FallBack "VertexLit"
    CustomEditor "StandardShaderGUI"
}
 
Çözüm
Objenin shaderını bu attığım ile değiştirip dener misin?
Hatta yeni material oluştur onu at objeye ve materialın shaderını bununla değiştir.
(Shader oluşturmak için project>sağ tık>create>shader>standard shader)

Kod:
Shader "StandardDoubleSide"
{
 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
 [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
 _MetallicGlossMap("Metallic", 2D) = "white" {}

 _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
 }

 CGINCLUDE.
 #define UNITY_SETUP_BRDF_INPUT MetallicSetup.
 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 Off.
 CGPROGRAM.
 #pragma target 3.0
 // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT.
 #pragma exclude_renderers gles.

 // -------------------------------------

 #pragma shader_feature _NORMALMAP.
 #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON.
 #pragma shader_feature _EMISSION.
 #pragma shader_feature _METALLICGLOSSMAP.
 #pragma shader_feature ___ _DETAIL_MULX2.
 #pragma shader_feature _PARALLAXMAP.

 #pragma multi_compile_fwdbase
 #pragma multi_compile_fog.

 #pragma vertex vertForwardBase.
 #pragma fragment fragForwardBase.

 #include "UnityStandardCore.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
 // GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT.
 #pragma exclude_renderers gles.

 // -------------------------------------

 #pragma shader_feature _NORMALMAP.
 #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON.
 #pragma shader_feature _METALLICGLOSSMAP.
 #pragma shader_feature ___ _DETAIL_MULX2.
 #pragma shader_feature _PARALLAXMAP.

 #pragma multi_compile_fwdadd_fullshadows
 #pragma multi_compile_fog.

 #pragma vertex vertForwardAdd.
 #pragma fragment fragForwardAdd.

 #include "UnityStandardCore.cginc"

 ENDCG.
 }
 // ------------------------------------------------------------------
 // Shadow rendering pass.
 Pass {
 Name "ShadowCaster"
 Tags { "LightMode" = "ShadowCaster" }

 ZWrite On ZTest LEqual.

 CGPROGRAM.
 #pragma target 3.0
 // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT.
 #pragma exclude_renderers gles.

 // -------------------------------------

 #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 Off.
 CGPROGRAM.
 #pragma target 3.0
 // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT.
 #pragma exclude_renderers nomrt gles.

 // -------------------------------------

 #pragma shader_feature _NORMALMAP.
 #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON.
 #pragma shader_feature _EMISSION.
 #pragma shader_feature _METALLICGLOSSMAP.
 #pragma shader_feature ___ _DETAIL_MULX2.
 #pragma shader_feature _PARALLAXMAP.

 #pragma multi_compile ___ UNITY_HDR_ON.
 #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON.
 #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE.
 #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON.

 #pragma vertex vertDeferred.
 #pragma fragment fragDeferred.

 #include "UnityStandardCore.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 _METALLICGLOSSMAP.
 #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]

 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 _METALLICGLOSSMAP.
 #pragma shader_feature ___ _DETAIL_MULX2.
 // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP.

 #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE.

 #pragma multi_compile_fwdbase
 #pragma multi_compile_fog.

 #pragma vertex vertForwardBase.
 #pragma fragment fragForwardBase.

 #include "UnityStandardCore.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 _METALLICGLOSSMAP.
 #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 vertForwardAdd.
 #pragma fragment fragForwardAdd.

 #include "UnityStandardCore.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 _METALLICGLOSSMAP.
 #pragma shader_feature ___ _DETAIL_MULX2.

 #include "UnityStandardMeta.cginc"
 ENDCG.
 }
 }

 FallBack "VertexLit"
 CustomEditor "StandardShaderGUI"
}

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