DiffuseBumpCutout‘: invalid subscript ‘boxMax‘ at line 151

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https://blog.csdn.net/yy763496668/article/details/113117040

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问题:

Unity 项目从PC平台转到Android平台后双面材质球报错

Shader error in 'Ciconia Studio/Double Sided/Transparent/Diffuse Bump Cutout': invalid subscript 'boxMax' at line 151 (on d3d11)
Compiling Vertex program with UNITY_PASS_FORWARDBASE DIRECTIONAL SHADOWS_SCREEN LIGHTPROBE_SH LIGHTMAP_OFF DIRLIGHTMAP_OFF DYNAMICLIGHTMAP_OFF
Platform defines: UNITY_NO_DXT5nm UNITY_ENABLE_REFLECTION_BUFFERS UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 SHADER_API_DESKTOP UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_LIGHTMAP_DLDR_ENCODING

d59436dda387fc273268c56fab4ff09e.png

正文:

材质源码如下

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'


// Shader created with Shader Forge v1.26 
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "Ciconia Studio/Double Sided/Transparent/Diffuse Bump Cutout" {
    Properties {
        _Diffusecolor ("Diffuse color", Color) = (1,1,1,1)
        [MaterialToggle] _InvertAlpha ("Invert Alpha", Float ) = 0
        _DiffuseMapCutoutA ("Diffuse Map (Cutout A)", 2D) = "white" {}
        _NormalMap ("Normal Map", 2D) = "bump" {}
        _NormalIntensity ("Normal Intensity", Range(0, 2)) = 1
        _SpecularMap ("Specular Map", 2D) = "white" {}
        _Speccolor ("Spec color", Color) = (1,1,1,1)
        _SpecIntensity ("Spec Intensity", Range(0, 2)) = 0.5
        _Gloss ("Gloss", Range(0, 1)) = 0.3
        [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
    }
    SubShader {
        Tags {
            "Queue"="AlphaTest"
            "RenderType"="TransparentCutout"
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            Cull Off
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #include "Lighting.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma exclude_renderers xbox360 ps3 
            #pragma target 3.0
            uniform sampler2D _DiffuseMapCutoutA; uniform float4 _DiffuseMapCutoutA_ST;
            uniform float4 _Diffusecolor;
            uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST;
            uniform float _NormalIntensity;
            uniform sampler2D _SpecularMap; uniform float4 _SpecularMap_ST;
            uniform float4 _Speccolor;
            uniform float _SpecIntensity;
            uniform float _Gloss;
            uniform fixed _InvertAlpha;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
                float2 texcoord2 : TEXCOORD2;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float2 uv1 : TEXCOORD1;
                float2 uv2 : TEXCOORD2;
                float4 posWorld : TEXCOORD3;
                float3 normalDir : TEXCOORD4;
                float3 tangentDir : TEXCOORD5;
                float3 bitangentDir : TEXCOORD6;
                LIGHTING_COORDS(7,8)
                UNITY_FOG_COORDS(9)
                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
                    float4 ambientOrLightmapUV : TEXCOORD10;
                #endif
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.uv1 = v.texcoord1;
                o.uv2 = v.texcoord2;
                #ifdef LIGHTMAP_ON
                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
                    o.ambientOrLightmapUV.zw = 0;
                #endif
                #ifdef DYNAMICLIGHTMAP_ON
                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
                #endif
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos(v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                i.normalDir = normalize(i.normalDir);
                i.normalDir *= faceSign;
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 _NormalMap_var = UnpackNormal(tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap)));
                float3 normalLocal = lerp(float3(0,0,1),_NormalMap_var.rgb,_NormalIntensity);
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
                float4 _DiffuseMapCutoutA_var = tex2D(_DiffuseMapCutoutA,TRANSFORM_TEX(i.uv0, _DiffuseMapCutoutA));
                clip(lerp( _DiffuseMapCutoutA_var.a, (1.0 - _DiffuseMapCutoutA_var.a), _InvertAlpha ) - 0.5);
                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
                float3 lightColor = _LightColor0.rgb;
                float3 halfDirection = normalize(viewDirection+lightDirection);
// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
                float3 attenColor = attenuation * _LightColor0.xyz;
/ Gloss:
                float gloss = _Gloss;
                float specPow = exp2( gloss * 10.0+1.0);
/// GI Data:
                UnityLight light;
                #ifdef LIGHTMAP_OFF
                    light.color = lightColor;
                    light.dir = lightDirection;
                    light.ndotl = LambertTerm (normalDirection, light.dir);
                #else
                    light.color = half3(0.f, 0.f, 0.f);
                    light.ndotl = 0.0f;
                    light.dir = half3(0.f, 0.f, 0.f);
                #endif
                UnityGIInput d;
                d.light = light;
                d.worldPos = i.posWorld.xyz;
                d.worldViewDir = viewDirection;
                d.atten = attenuation;
                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
                    d.ambient = 0;
                    d.lightmapUV = i.ambientOrLightmapUV;
                #else
                    d.ambient = i.ambientOrLightmapUV;
                #endif
                d.boxMax[0] = unity_SpecCube0_BoxMax;
                d.boxMin[0] = unity_SpecCube0_BoxMin;
                d.probePosition[0] = unity_SpecCube0_ProbePosition;
                d.probeHDR[0] = unity_SpecCube0_HDR;
                d.boxMax[1] = unity_SpecCube1_BoxMax;
                d.boxMin[1] = unity_SpecCube1_BoxMin;
                d.probePosition[1] = unity_SpecCube1_ProbePosition;
                d.probeHDR[1] = unity_SpecCube1_HDR;
                Unity_GlossyEnvironmentData ugls_en_data;
                ugls_en_data.roughness = 1.0 - gloss;
                ugls_en_data.reflUVW = viewReflectDirection;
                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
                lightDirection = gi.light.dir;
                lightColor = gi.light.color;
// Specular:
                float NdotL = max(0, dot( normalDirection, lightDirection ));
                float4 _SpecularMap_var = tex2D(_SpecularMap,TRANSFORM_TEX(i.uv0, _SpecularMap));
                float3 specularColor = ((_SpecularMap_var.rgb*_SpecIntensity)*_Speccolor.rgb);
                float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
                float3 indirectSpecular = (gi.indirect.specular)*specularColor;
                float3 specular = (directSpecular + indirectSpecular);
/// Diffuse:
                NdotL = max(0.0,dot( normalDirection, lightDirection ));
                float3 directDiffuse = max( 0.0, NdotL) * attenColor;
                float3 indirectDiffuse = float3(0,0,0);
                indirectDiffuse += gi.indirect.diffuse;
                float3 diffuseColor = (_DiffuseMapCutoutA_var.rgb*_Diffusecolor.rgb);
                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
/// Final Color:
                float3 finalColor = diffuse + specular;
                fixed4 finalRGBA = fixed4(finalColor,1);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
        Pass {
            Name "FORWARD_DELTA"
            Tags {
                "LightMode"="ForwardAdd"
            }
            Blend One One
            Cull Off
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDADD
            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #include "Lighting.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma multi_compile_fwdadd_fullshadows
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma exclude_renderers xbox360 ps3 
            #pragma target 3.0
            uniform sampler2D _DiffuseMapCutoutA; uniform float4 _DiffuseMapCutoutA_ST;
            uniform float4 _Diffusecolor;
            uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST;
            uniform float _NormalIntensity;
            uniform sampler2D _SpecularMap; uniform float4 _SpecularMap_ST;
            uniform float4 _Speccolor;
            uniform float _SpecIntensity;
            uniform float _Gloss;
            uniform fixed _InvertAlpha;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
                float2 texcoord2 : TEXCOORD2;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float2 uv1 : TEXCOORD1;
                float2 uv2 : TEXCOORD2;
                float4 posWorld : TEXCOORD3;
                float3 normalDir : TEXCOORD4;
                float3 tangentDir : TEXCOORD5;
                float3 bitangentDir : TEXCOORD6;
                LIGHTING_COORDS(7,8)
                UNITY_FOG_COORDS(9)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.uv1 = v.texcoord1;
                o.uv2 = v.texcoord2;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos(v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                i.normalDir = normalize(i.normalDir);
                i.normalDir *= faceSign;
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 _NormalMap_var = UnpackNormal(tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap)));
                float3 normalLocal = lerp(float3(0,0,1),_NormalMap_var.rgb,_NormalIntensity);
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
                float4 _DiffuseMapCutoutA_var = tex2D(_DiffuseMapCutoutA,TRANSFORM_TEX(i.uv0, _DiffuseMapCutoutA));
                clip(lerp( _DiffuseMapCutoutA_var.a, (1.0 - _DiffuseMapCutoutA_var.a), _InvertAlpha ) - 0.5);
                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
                float3 lightColor = _LightColor0.rgb;
                float3 halfDirection = normalize(viewDirection+lightDirection);
// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
                float3 attenColor = attenuation * _LightColor0.xyz;
/ Gloss:
                float gloss = _Gloss;
                float specPow = exp2( gloss * 10.0+1.0);
// Specular:
                float NdotL = max(0, dot( normalDirection, lightDirection ));
                float4 _SpecularMap_var = tex2D(_SpecularMap,TRANSFORM_TEX(i.uv0, _SpecularMap));
                float3 specularColor = ((_SpecularMap_var.rgb*_SpecIntensity)*_Speccolor.rgb);
                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
                float3 specular = directSpecular;
/// Diffuse:
                NdotL = max(0.0,dot( normalDirection, lightDirection ));
                float3 directDiffuse = max( 0.0, NdotL) * attenColor;
                float3 diffuseColor = (_DiffuseMapCutoutA_var.rgb*_Diffusecolor.rgb);
                float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
                float3 finalColor = diffuse + specular;
                fixed4 finalRGBA = fixed4(finalColor * 1,0);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
        Pass {
            Name "ShadowCaster"
            Tags {
                "LightMode"="ShadowCaster"
            }
            Offset 1, 1
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_SHADOWCASTER
            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_shadowcaster
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma exclude_renderers xbox360 ps3 
            #pragma target 3.0
            uniform sampler2D _DiffuseMapCutoutA; uniform float4 _DiffuseMapCutoutA_ST;
            uniform fixed _InvertAlpha;
            struct VertexInput {
                float4 vertex : POSITION;
                float2 texcoord0 : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
                float2 texcoord2 : TEXCOORD2;
            };
            struct VertexOutput {
                V2F_SHADOW_CASTER;
                float2 uv0 : TEXCOORD1;
                float2 uv1 : TEXCOORD2;
                float2 uv2 : TEXCOORD3;
                float4 posWorld : TEXCOORD4;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.uv1 = v.texcoord1;
                o.uv2 = v.texcoord2;
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                o.pos = UnityObjectToClipPos(v.vertex );
                TRANSFER_SHADOW_CASTER(o)
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float4 _DiffuseMapCutoutA_var = tex2D(_DiffuseMapCutoutA,TRANSFORM_TEX(i.uv0, _DiffuseMapCutoutA));
                clip(lerp( _DiffuseMapCutoutA_var.a, (1.0 - _DiffuseMapCutoutA_var.a), _InvertAlpha ) - 0.5);
                SHADOW_CASTER_FRAGMENT(i)
            }
            ENDCG
        }
        Pass {
            Name "Meta"
            Tags {
                "LightMode"="Meta"
            }
            Cull Off
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_META 1
            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #include "UnityMetaPass.cginc"
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_shadowcaster
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma exclude_renderers xbox360 ps3 
            #pragma target 3.0
            uniform sampler2D _DiffuseMapCutoutA; uniform float4 _DiffuseMapCutoutA_ST;
            uniform float4 _Diffusecolor;
            uniform sampler2D _SpecularMap; uniform float4 _SpecularMap_ST;
            uniform float4 _Speccolor;
            uniform float _SpecIntensity;
            uniform float _Gloss;
            struct VertexInput {
                float4 vertex : POSITION;
                float2 texcoord0 : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
                float2 texcoord2 : TEXCOORD2;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float2 uv1 : TEXCOORD1;
                float2 uv2 : TEXCOORD2;
                float4 posWorld : TEXCOORD3;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.uv1 = v.texcoord1;
                o.uv2 = v.texcoord2;
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : SV_Target {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                UnityMetaInput o;
                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
                
                o.Emission = 0;
                
                float4 _DiffuseMapCutoutA_var = tex2D(_DiffuseMapCutoutA,TRANSFORM_TEX(i.uv0, _DiffuseMapCutoutA));
                float3 diffColor = (_DiffuseMapCutoutA_var.rgb*_Diffusecolor.rgb);
                float4 _SpecularMap_var = tex2D(_SpecularMap,TRANSFORM_TEX(i.uv0, _SpecularMap));
                float3 specColor = ((_SpecularMap_var.rgb*_SpecIntensity)*_Speccolor.rgb);
                float roughness = 1.0 - _Gloss;
                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
                
                return UnityMetaFragment( o );
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
    CustomEditor "ShaderForgeMaterialInspector"
}

替换前部分源码:

d.boxMax[0] = unity_SpecCube0_BoxMax;
d.boxMin[0] = unity_SpecCube0_BoxMin;
d.probePosition[0] = unity_SpecCube0_ProbePosition;
d.probeHDR[0] = unity_SpecCube0_HDR;
d.boxMax[1] = unity_SpecCube1_BoxMax;
d.boxMin[1] = unity_SpecCube1_BoxMin;
d.probePosition[1] = unity_SpecCube1_ProbePosition;
d.probeHDR[1] = unity_SpecCube1_HDR;

替换后部分源码:

//d.boxMax[0] = unity_SpecCube0_BoxMax;
d.boxMin[0] = unity_SpecCube0_BoxMin;
//d.probePosition[0] = unity_SpecCube0_ProbePosition;
d.probeHDR[0] = unity_SpecCube0_HDR;
//d.boxMax[1] = unity_SpecCube1_BoxMax;
d.boxMin[1] = unity_SpecCube1_BoxMin;
//d.probePosition[1] = unity_SpecCube1_ProbePosition;
d.probeHDR[1] = unity_SpecCube1_HDR;




#if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
d.boxMin[0] = unity_SpecCube0_BoxMin;
d.boxMin[1] = unity_SpecCube1_BoxMin;
#endif
#if UNITY_SPECCUBE_BOX_PROJECTION
d.boxMax[0] = unity_SpecCube0_BoxMax;
d.boxMax[1] = unity_SpecCube1_BoxMax;
d.probePosition[0] = unity_SpecCube0_ProbePosition;
d.probePosition[1] = unity_SpecCube1_ProbePosition;
#endif

修改源码之后:

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'


// Shader created with Shader Forge v1.26 
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:False,bkdf:True,hqlp:True,rprd:True,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:False,igpj:False,qofs:0,qpre:2,rntp:3,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:9123,x:32987,y:32692,varname:node_9123,prsc:2|diff-8824-OUT,spec-9061-OUT,gloss-1274-OUT,normal-3588-OUT,clip-127-OUT;n:type:ShaderForge.SFN_Tex2d,id:1035,x:32449,y:32363,ptovrint:False,ptlb:Diffuse Map (Cutout A),ptin:_DiffuseMapCutoutA,varname:node_1035,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:8824,x:32682,y:32440,varname:node_8824,prsc:2|A-1035-RGB,B-9096-RGB;n:type:ShaderForge.SFN_Color,id:9096,x:32449,y:32552,ptovrint:False,ptlb:Diffuse color,ptin:_Diffusecolor,varname:node_9096,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Tex2d,id:3318,x:32472,y:33461,ptovrint:False,ptlb:Normal Map,ptin:_NormalMap,varname:node_3318,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Slider,id:3024,x:32304,y:33690,ptovrint:False,ptlb:Normal Intensity,ptin:_NormalIntensity,varname:node_3024,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:2;n:type:ShaderForge.SFN_Tex2d,id:9576,x:31797,y:32738,ptovrint:False,ptlb:Specular Map,ptin:_SpecularMap,varname:node_9576,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Color,id:3546,x:32164,y:33034,ptovrint:False,ptlb:Spec color,ptin:_Speccolor,varname:node_3546,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:1450,x:32139,y:32806,varname:node_1450,prsc:2|A-9576-RGB,B-7242-OUT;n:type:ShaderForge.SFN_Multiply,id:9061,x:32341,y:32861,varname:node_9061,prsc:2|A-1450-OUT,B-3546-RGB;n:type:ShaderForge.SFN_Slider,id:7242,x:31796,y:33004,ptovrint:False,ptlb:Spec Intensity,ptin:_SpecIntensity,varname:node_7242,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.5,max:2;n:type:ShaderForge.SFN_Slider,id:1274,x:32736,y:32210,ptovrint:False,ptlb:Gloss,ptin:_Gloss,varname:node_1274,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.3,max:1;n:type:ShaderForge.SFN_Lerp,id:3588,x:32751,y:33293,varname:node_3588,prsc:2|A-7084-OUT,B-3318-RGB,T-3024-OUT;n:type:ShaderForge.SFN_Vector3,id:7084,x:32457,y:33365,varname:node_7084,prsc:2,v1:0,v2:0,v3:1;n:type:ShaderForge.SFN_SwitchProperty,id:127,x:32679,y:32724,ptovrint:False,ptlb:Invert Alpha,ptin:_InvertAlpha,varname:node_3150,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,on:False|A-1035-A,B-5863-OUT;n:type:ShaderForge.SFN_OneMinus,id:5863,x:32482,y:32741,varname:node_5863,prsc:2|IN-1035-A;proporder:9096-127-1035-3318-3024-9576-3546-7242-1274;pass:END;sub:END;*/


Shader "Ciconia Studio/Double Sided/Transparent/Diffuse Bump Cutout" {
    Properties {
        _Diffusecolor ("Diffuse color", Color) = (1,1,1,1)
        [MaterialToggle] _InvertAlpha ("Invert Alpha", Float ) = 0
        _DiffuseMapCutoutA ("Diffuse Map (Cutout A)", 2D) = "white" {}
        _NormalMap ("Normal Map", 2D) = "bump" {}
        _NormalIntensity ("Normal Intensity", Range(0, 2)) = 1
        _SpecularMap ("Specular Map", 2D) = "white" {}
        _Speccolor ("Spec color", Color) = (1,1,1,1)
        _SpecIntensity ("Spec Intensity", Range(0, 2)) = 0.5
        _Gloss ("Gloss", Range(0, 1)) = 0.3
        [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
    }
    SubShader {
        Tags {
            "Queue"="AlphaTest"
            "RenderType"="TransparentCutout"
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            Cull Off
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #include "Lighting.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma exclude_renderers xbox360 ps3 
            #pragma target 3.0
            uniform sampler2D _DiffuseMapCutoutA; uniform float4 _DiffuseMapCutoutA_ST;
            uniform float4 _Diffusecolor;
            uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST;
            uniform float _NormalIntensity;
            uniform sampler2D _SpecularMap; uniform float4 _SpecularMap_ST;
            uniform float4 _Speccolor;
            uniform float _SpecIntensity;
            uniform float _Gloss;
            uniform fixed _InvertAlpha;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
                float2 texcoord2 : TEXCOORD2;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float2 uv1 : TEXCOORD1;
                float2 uv2 : TEXCOORD2;
                float4 posWorld : TEXCOORD3;
                float3 normalDir : TEXCOORD4;
                float3 tangentDir : TEXCOORD5;
                float3 bitangentDir : TEXCOORD6;
                LIGHTING_COORDS(7,8)
                UNITY_FOG_COORDS(9)
                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
                    float4 ambientOrLightmapUV : TEXCOORD10;
                #endif
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.uv1 = v.texcoord1;
                o.uv2 = v.texcoord2;
                #ifdef LIGHTMAP_ON
                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
                    o.ambientOrLightmapUV.zw = 0;
                #endif
                #ifdef DYNAMICLIGHTMAP_ON
                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
                #endif
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos(v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                i.normalDir = normalize(i.normalDir);
                i.normalDir *= faceSign;
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 _NormalMap_var = UnpackNormal(tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap)));
                float3 normalLocal = lerp(float3(0,0,1),_NormalMap_var.rgb,_NormalIntensity);
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
                float4 _DiffuseMapCutoutA_var = tex2D(_DiffuseMapCutoutA,TRANSFORM_TEX(i.uv0, _DiffuseMapCutoutA));
                clip(lerp( _DiffuseMapCutoutA_var.a, (1.0 - _DiffuseMapCutoutA_var.a), _InvertAlpha ) - 0.5);
                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
                float3 lightColor = _LightColor0.rgb;
                float3 halfDirection = normalize(viewDirection+lightDirection);
// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
                float3 attenColor = attenuation * _LightColor0.xyz;
/ Gloss:
                float gloss = _Gloss;
                float specPow = exp2( gloss * 10.0+1.0);
/// GI Data:
                UnityLight light;
                #ifdef LIGHTMAP_OFF
                    light.color = lightColor;
                    light.dir = lightDirection;
                    light.ndotl = LambertTerm (normalDirection, light.dir);
                #else
                    light.color = half3(0.f, 0.f, 0.f);
                    light.ndotl = 0.0f;
                    light.dir = half3(0.f, 0.f, 0.f);
                #endif
                UnityGIInput d;
                d.light = light;
                d.worldPos = i.posWorld.xyz;
                d.worldViewDir = viewDirection;
                d.atten = attenuation;
                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
                    d.ambient = 0;
                    d.lightmapUV = i.ambientOrLightmapUV;
                #else
                    d.ambient = i.ambientOrLightmapUV;
                #endif
                    //d.boxMax[0] = unity_SpecCube0_BoxMax;
                    d.boxMin[0] = unity_SpecCube0_BoxMin;
                    //d.probePosition[0] = unity_SpecCube0_ProbePosition;
                    d.probeHDR[0] = unity_SpecCube0_HDR;
                    //d.boxMax[1] = unity_SpecCube1_BoxMax;
                    d.boxMin[1] = unity_SpecCube1_BoxMin;
                    //d.probePosition[1] = unity_SpecCube1_ProbePosition;
                    d.probeHDR[1] = unity_SpecCube1_HDR;




                    #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
                    d.boxMin[0] = unity_SpecCube0_BoxMin;
                    d.boxMin[1] = unity_SpecCube1_BoxMin;
                    #endif
                    #if UNITY_SPECCUBE_BOX_PROJECTION
                    d.boxMax[0] = unity_SpecCube0_BoxMax;
                    d.boxMax[1] = unity_SpecCube1_BoxMax;
                    d.probePosition[0] = unity_SpecCube0_ProbePosition;
                    d.probePosition[1] = unity_SpecCube1_ProbePosition;
                    #endif






                Unity_GlossyEnvironmentData ugls_en_data;
                ugls_en_data.roughness = 1.0 - gloss;
                ugls_en_data.reflUVW = viewReflectDirection;
                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
                lightDirection = gi.light.dir;
                lightColor = gi.light.color;
// Specular:
                float NdotL = max(0, dot( normalDirection, lightDirection ));
                float4 _SpecularMap_var = tex2D(_SpecularMap,TRANSFORM_TEX(i.uv0, _SpecularMap));
                float3 specularColor = ((_SpecularMap_var.rgb*_SpecIntensity)*_Speccolor.rgb);
                float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
                float3 indirectSpecular = (gi.indirect.specular)*specularColor;
                float3 specular = (directSpecular + indirectSpecular);
/// Diffuse:
                NdotL = max(0.0,dot( normalDirection, lightDirection ));
                float3 directDiffuse = max( 0.0, NdotL) * attenColor;
                float3 indirectDiffuse = float3(0,0,0);
                indirectDiffuse += gi.indirect.diffuse;
                float3 diffuseColor = (_DiffuseMapCutoutA_var.rgb*_Diffusecolor.rgb);
                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
/// Final Color:
                float3 finalColor = diffuse + specular;
                fixed4 finalRGBA = fixed4(finalColor,1);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
        Pass {
            Name "FORWARD_DELTA"
            Tags {
                "LightMode"="ForwardAdd"
            }
            Blend One One
            Cull Off
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDADD
            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #include "Lighting.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma multi_compile_fwdadd_fullshadows
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma exclude_renderers xbox360 ps3 
            #pragma target 3.0
            uniform sampler2D _DiffuseMapCutoutA; uniform float4 _DiffuseMapCutoutA_ST;
            uniform float4 _Diffusecolor;
            uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST;
            uniform float _NormalIntensity;
            uniform sampler2D _SpecularMap; uniform float4 _SpecularMap_ST;
            uniform float4 _Speccolor;
            uniform float _SpecIntensity;
            uniform float _Gloss;
            uniform fixed _InvertAlpha;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
                float2 texcoord2 : TEXCOORD2;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float2 uv1 : TEXCOORD1;
                float2 uv2 : TEXCOORD2;
                float4 posWorld : TEXCOORD3;
                float3 normalDir : TEXCOORD4;
                float3 tangentDir : TEXCOORD5;
                float3 bitangentDir : TEXCOORD6;
                LIGHTING_COORDS(7,8)
                UNITY_FOG_COORDS(9)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.uv1 = v.texcoord1;
                o.uv2 = v.texcoord2;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos(v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                i.normalDir = normalize(i.normalDir);
                i.normalDir *= faceSign;
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 _NormalMap_var = UnpackNormal(tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap)));
                float3 normalLocal = lerp(float3(0,0,1),_NormalMap_var.rgb,_NormalIntensity);
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
                float4 _DiffuseMapCutoutA_var = tex2D(_DiffuseMapCutoutA,TRANSFORM_TEX(i.uv0, _DiffuseMapCutoutA));
                clip(lerp( _DiffuseMapCutoutA_var.a, (1.0 - _DiffuseMapCutoutA_var.a), _InvertAlpha ) - 0.5);
                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
                float3 lightColor = _LightColor0.rgb;
                float3 halfDirection = normalize(viewDirection+lightDirection);
// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
                float3 attenColor = attenuation * _LightColor0.xyz;
/ Gloss:
                float gloss = _Gloss;
                float specPow = exp2( gloss * 10.0+1.0);
// Specular:
                float NdotL = max(0, dot( normalDirection, lightDirection ));
                float4 _SpecularMap_var = tex2D(_SpecularMap,TRANSFORM_TEX(i.uv0, _SpecularMap));
                float3 specularColor = ((_SpecularMap_var.rgb*_SpecIntensity)*_Speccolor.rgb);
                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
                float3 specular = directSpecular;
/// Diffuse:
                NdotL = max(0.0,dot( normalDirection, lightDirection ));
                float3 directDiffuse = max( 0.0, NdotL) * attenColor;
                float3 diffuseColor = (_DiffuseMapCutoutA_var.rgb*_Diffusecolor.rgb);
                float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
                float3 finalColor = diffuse + specular;
                fixed4 finalRGBA = fixed4(finalColor * 1,0);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
        Pass {
            Name "ShadowCaster"
            Tags {
                "LightMode"="ShadowCaster"
            }
            Offset 1, 1
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_SHADOWCASTER
            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_shadowcaster
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma exclude_renderers xbox360 ps3 
            #pragma target 3.0
            uniform sampler2D _DiffuseMapCutoutA; uniform float4 _DiffuseMapCutoutA_ST;
            uniform fixed _InvertAlpha;
            struct VertexInput {
                float4 vertex : POSITION;
                float2 texcoord0 : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
                float2 texcoord2 : TEXCOORD2;
            };
            struct VertexOutput {
                V2F_SHADOW_CASTER;
                float2 uv0 : TEXCOORD1;
                float2 uv1 : TEXCOORD2;
                float2 uv2 : TEXCOORD3;
                float4 posWorld : TEXCOORD4;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.uv1 = v.texcoord1;
                o.uv2 = v.texcoord2;
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                o.pos = UnityObjectToClipPos(v.vertex );
                TRANSFER_SHADOW_CASTER(o)
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float4 _DiffuseMapCutoutA_var = tex2D(_DiffuseMapCutoutA,TRANSFORM_TEX(i.uv0, _DiffuseMapCutoutA));
                clip(lerp( _DiffuseMapCutoutA_var.a, (1.0 - _DiffuseMapCutoutA_var.a), _InvertAlpha ) - 0.5);
                SHADOW_CASTER_FRAGMENT(i)
            }
            ENDCG
        }
        Pass {
            Name "Meta"
            Tags {
                "LightMode"="Meta"
            }
            Cull Off
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_META 1
            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #include "UnityMetaPass.cginc"
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_shadowcaster
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma exclude_renderers xbox360 ps3 
            #pragma target 3.0
            uniform sampler2D _DiffuseMapCutoutA; uniform float4 _DiffuseMapCutoutA_ST;
            uniform float4 _Diffusecolor;
            uniform sampler2D _SpecularMap; uniform float4 _SpecularMap_ST;
            uniform float4 _Speccolor;
            uniform float _SpecIntensity;
            uniform float _Gloss;
            struct VertexInput {
                float4 vertex : POSITION;
                float2 texcoord0 : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
                float2 texcoord2 : TEXCOORD2;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float2 uv1 : TEXCOORD1;
                float2 uv2 : TEXCOORD2;
                float4 posWorld : TEXCOORD3;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.uv1 = v.texcoord1;
                o.uv2 = v.texcoord2;
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : SV_Target {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                UnityMetaInput o;
                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
                
                o.Emission = 0;
                
                float4 _DiffuseMapCutoutA_var = tex2D(_DiffuseMapCutoutA,TRANSFORM_TEX(i.uv0, _DiffuseMapCutoutA));
                float3 diffColor = (_DiffuseMapCutoutA_var.rgb*_Diffusecolor.rgb);
                float4 _SpecularMap_var = tex2D(_SpecularMap,TRANSFORM_TEX(i.uv0, _SpecularMap));
                float3 specColor = ((_SpecularMap_var.rgb*_SpecIntensity)*_Speccolor.rgb);
                float roughness = 1.0 - _Gloss;
                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
                
                return UnityMetaFragment( o );
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
    CustomEditor "ShaderForgeMaterialInspector"
}

【文章导航】

https://blog.csdn.net/yy763496668/article/details/113117040

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