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https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
synced 2026-06-02 20:24:26 -07:00
Initial commit
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// Alloy Physical Shader Framework
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// Copyright 2013-2017 RUST LLC.
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// http://www.alloy.rustltd.com/
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Shader "Hidden/Alloy/Legacy/Nature/Terrain/nSplat TriPlanar AddPass" {
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Properties {
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// Distant Terrain
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_DistantTerrainProperties ("'Distant Terrain' {Section:{Color:1}}", Float) = 0
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_FadeDist ("'Fade Distance' {Min:0}", Float) = 500.0
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_FadeRange ("'Fade Range' {Min:0.0001}", Float) = 100.0
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_DistantSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
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_DistantSpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
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_DistantRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.5
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// Triplanar
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_TriplanarProperties ("'Triplanar' {Section:{Color:4}}", Float) = 0
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_TriplanarBlendSharpness ("'Sharpness' {Min:1, Max:50}", Float) = 2
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// Detail
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[Toggle(_DETAIL_MULX2)]
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_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
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[Enum(Mul, 0, MulX2, 1)]
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_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
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_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
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_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
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_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
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// Forward Rendering Options
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_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
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[ToggleOff]
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_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
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[ToggleOff]
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_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
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// Advanced Options
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_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
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_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
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_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
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// set by terrain engine
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_Control ("Control (RGBA)", 2D) = "red" {}
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_Splat3 ("Layer 3 (A)", 2D) = "white" {}
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_Splat2 ("Layer 2 (B)", 2D) = "white" {}
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_Splat1 ("Layer 1 (G)", 2D) = "white" {}
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_Splat0 ("Layer 0 (R)", 2D) = "white" {}
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_Normal3 ("Normal 3 (A)", 2D) = "bump" {}
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_Normal2 ("Normal 2 (B)", 2D) = "bump" {}
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_Normal1 ("Normal 1 (G)", 2D) = "bump" {}
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_Normal0 ("Normal 0 (R)", 2D) = "bump" {}
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_Metallic0 ("Metallic 0", Range(0.0, 1.0)) = 0.0
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_Metallic1 ("Metallic 1", Range(0.0, 1.0)) = 0.0
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_Metallic2 ("Metallic 2", Range(0.0, 1.0)) = 0.0
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_Metallic3 ("Metallic 3", Range(0.0, 1.0)) = 0.0
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// used in fallback on old cards & base map
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_MainTex ("BaseMap (RGB)", 2D) = "white" {}
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_Color ("Main Color", Color) = (1,1,1,1)
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}
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CGINCLUDE
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#define A_TERRAIN_NSPLAT_ADDPASS_SHADER
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#define _METALLICGLOSSMAP
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#define A_TERRAIN_NSPLAT_SHADER
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ENDCG
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SubShader {
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Tags{
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"Queue" = "Geometry-99"
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"IgnoreProjector" = "True"
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"RenderType" = "Opaque"
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}
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Pass {
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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Blend One One
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers gles
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#pragma shader_feature _DETAIL_MULX2
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
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#pragma multi_compile __ _TERRAIN_NORMAL_MAP
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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//#pragma multi_compile __ VTRANSPARENCY_ON
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_FORWARDBASE
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#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
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#include "Assets/Alloy/Shaders/Forward/Base.cginc"
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ENDCG
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}
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Pass {
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Name "FORWARD_DELTA"
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Tags { "LightMode" = "ForwardAdd" }
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Blend One One
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ZWrite Off
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers gles
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#pragma shader_feature _DETAIL_MULX2
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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#pragma multi_compile __ _TERRAIN_NORMAL_MAP
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile_fog
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//#pragma multi_compile __ VTRANSPARENCY_ON
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_FORWARDADD
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#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
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#include "Assets/Alloy/Shaders/Forward/Add.cginc"
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ENDCG
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}
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Pass {
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Name "SHADOWCASTER"
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Tags { "LightMode" = "ShadowCaster" }
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers gles
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#pragma multi_compile_shadowcaster
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_SHADOWCASTER
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#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
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#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
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ENDCG
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}
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Pass {
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Name "DEFERRED"
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Tags { "LightMode" = "Deferred" }
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Blend One One
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ZWrite Off
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers nomrt gles
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#pragma shader_feature _DETAIL_MULX2
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#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
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#pragma multi_compile __ _TERRAIN_NORMAL_MAP
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#pragma multi_compile_prepassfinal
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_DEFERRED
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#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
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#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
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ENDCG
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}
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Pass {
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Name "Meta"
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Tags { "LightMode" = "Meta" }
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Cull Off
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers nomrt gles
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#pragma shader_feature _DETAIL_MULX2
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_META
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#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
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#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
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ENDCG
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}
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}
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Fallback "Hidden/Alloy/Nature/Terrain/Distant"
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CustomEditor "AlloyFieldBasedEditor"
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}
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