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H3VR-TNH-Quality-of-Life-Im…/Assets/Alloy/Mods/Shaders/3.0/Transition Lite.shader
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2022-01-22 20:13:49 -08:00
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
Shader "Alloy Mods/Transition Lite" {
Properties {
// Global Settings
[Toggle(EFFECT_BUMP)]
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale,_BumpMap2,_BumpScale2}, NormalMaps:{}}}", Float) = 1
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_SpecTex,_Occlusion,_MaterialMap2,_Occlusion2}}}", Float) = 0
// Main Textures
_MainTextures ("'Main Textures' {Section:{Color:0}}", Float) = 0
[LM_Albedo] [LM_Transparency]
_Color ("'Tint' {}", Color) = (1,1,1,1)
[LM_MasterTilingOffset] [LM_Albedo]
_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
_MainTexUV ("UV Set", Float) = 0
[LM_Metallic]
_SpecTex ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex}", 2D) = "white" {}
[LM_NormalMap]
_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Main Properties
_MainPhysicalProperties ("'Main Properties' {Section:{Color:1}}", Float) = 0
[LM_Metallic]
_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
_SpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_BumpScale ("'Normal Strength' {}", Float) = 1
// Dissolve
[Toggle(_DISSOLVE_ON)]
_Dissolve ("'Dissolve' {Feature:{Color:12}}", Float) = 0
[HDR]
_DissolveGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1)
_DissolveTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_DissolveTexUV ("UV Set", Float) = 0
_DissolveCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0
// Transition
_TransitionProperties ("'Transition' {Section:{Color:14}}", Float) = 0
[HDR]
_TransitionGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1)
_TransitionTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_TransitionTexUV ("UV Set", Float) = 0
_TransitionCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0
// Secondary Textures
_SecondaryTextures ("'Secondary Textures' {Section:{Color:15}}", Float) = 0
_Color2 ("'Tint' {}", Color) = (1,1,1,1)
_MainTex2 ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_MainTex2Velocity ("Scroll", Vector) = (0,0,0,0)
_MainTex2UV ("UV Set", Float) = 0
_MaterialMap2 ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex2}", 2D) = "white" {}
_BumpMap2 ("'Normals' {Visualize:{NRM}, Parent:_MainTex2}", 2D) = "bump" {}
_BaseColorVertexTint2 ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Secondary Properties
_SecondaryPhysicalProperties ("'Secondary Properties' {Section:{Color:16}}", Float) = 0
_Metallic2 ("'Metallic' {Min:0, Max:1}", Float) = 1
_Specularity2 ("'Specularity' {Min:0, Max:1}", Float) = 1
_SpecularTint2 ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_Roughness2 ("'Roughness' {Min:0, Max:1}", Float) = 1
_Occlusion2 ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_BumpScale2 ("'Normal Strength' {}", Float) = 1
// Forward Rendering Options
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
[ToggleOff]
_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
[ToggleOff]
_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
// Advanced Options
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
}
SubShader {
Tags {
"Queue" = "Geometry"
"RenderType" = "Opaque"
//"DisableBatching" = "LODFading"
}
LOD 300
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma target 3.0
#pragma exclude_renderers gles
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDBASE
#include "Assets/Alloy/Mods/Shaders/Definition/TransitionLite.cginc"
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma exclude_renderers gles
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDADD
#include "Assets/Alloy/Mods/Shaders/Definition/TransitionLite.cginc"
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
ENDCG
}
Pass {
Name "SHADOWCASTER"
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
#pragma target 3.0
#pragma exclude_renderers gles
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_SHADOWCASTER
#include "Assets/Alloy/Mods/Shaders/Definition/TransitionLite.cginc"
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
ENDCG
}
Pass {
Name "DEFERRED"
Tags { "LightMode" = "Deferred" }
CGPROGRAM
#pragma target 3.0
#pragma exclude_renderers nomrt gles
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_prepassfinal
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_instancing
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_DEFERRED
#include "Assets/Alloy/Mods/Shaders/Definition/TransitionLite.cginc"
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
ENDCG
}
Pass {
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma exclude_renderers nomrt gles
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_META
#include "Assets/Alloy/Mods/Shaders/Definition/TransitionLite.cginc"
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
ENDCG
}
}
FallBack "VertexLit"
CustomEditor "AlloyFieldBasedEditor"
}