Hey everyone, I would like to have more precisions about Surface Shaders (and shader developement in general) in Unity 5. I would like to know how the new coming features will be accessible and handled. I am talking about the new Global Illuminations or Reflection Probes features for example. Thank you very much.
For the moment, all I know for surface shaders using unity 5 Standard PBL is: You have to include "UnityPBSLighting.cginc": Code (CSharp): #include "UnityPBSLighting.cginc" Then define "Standard" lighting model: Code (CSharp): #pragma surface surf Standard The output model: Code (CSharp): struct SurfaceOutputStandard { fixed3 Albedo; // diffuse color fixed3 Specular; // specular color fixed3 Normal; // tangent space normal, if written half3 Emission; half Smoothness; // 0=rough, 1=smooth half Occlusion; fixed Alpha; }; And here you are. Reflection probes and GI works automatically with "Standard" model. For the moment, I dont know how to enable Metallic workflow output model.
Thank you for your great answer. What about custom lighting I'am going to take a look at the Built-in Shaders, it should be interesting.