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https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
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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 "Alloy/Legacy/Tessellation/Human/Eye/Occlusion" {
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Properties {
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// Main Textures
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_MainTextures ("'Eye OcclusionTextures' {Section:{Color:0}}", Float) = 0
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_Color ("'Tint' {}", Color) = (1,1,1,1)
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_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
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_MainTexUV ("UV Set", Float) = 0
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_AoMap ("'Ambient Occlusion(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
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_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
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// Main Properties
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_MainPhysicalProperties ("'Main Properties' {Section:{Color:1}}", Float) = 0
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_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
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// Tessellation
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_TessellationProperties ("'Tessellation' {Section:{Color:5}}", Float) = 0
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[KeywordEnum(Displacement, Phong)]
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_TessellationMode ("'Mode' {Dropdown:{Displacement:{_Phong}, Phong:{_DispTex, _Displacement}}}", Float) = 0
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_DispTex ("'Heightmap(G)' {Visualize:{RGB}}", 2D) = "black" {}
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_DispTexVelocity ("Scroll", Vector) = (0,0,0,0)
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_Displacement ("'Displacement' {Min:0, Max:30}", Float) = 0.3
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_Phong ("'Phong Strength' {Min:0, Max:1}", Float) = 0.5
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_EdgeLength ("'Edge Length' {Min:2, Max:50}", Float) = 15
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// Dissolve
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[Toggle(_DISSOLVE_ON)]
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_Dissolve ("'Dissolve' {Feature:{Color:12}}", Float) = 0
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[HDR]
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_DissolveGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1)
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_DissolveTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_DissolveTexUV ("UV Set", Float) = 0
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_DissolveCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0
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[Gamma]
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_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
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_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
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// Advanced Options
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_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
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_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
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_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
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}
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CGINCLUDE
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#define _ALPHAPREMULTIPLY_ON
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#define A_TESSELLATION_SHADER
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ENDCG
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SubShader {
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Tags {
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"Queue" = "Transparent-1"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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"ForceNoShadowCasting" = "True"
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//"DisableBatching" = "LODFading"
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}
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LOD 400
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Offset -1,-1
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Pass {
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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CGPROGRAM
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//#pragma target 4.6
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#pragma exclude_renderers gles
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#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
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#pragma shader_feature _DISSOLVE_ON
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//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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//#pragma multi_compile __ VTRANSPARENCY_ON
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#pragma hull aMainHullShader
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#pragma vertex aMainTessellationVertexShader
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#pragma domain aMainDomainShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_FORWARDBASE
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#include "Assets/Alloy/Legacy/Shaders/Definition/EyeOcclusion.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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}
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FallBack "Alloy/Legacy/Human/Eye/Occlusion"
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CustomEditor "AlloyFieldBasedEditor"
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}
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