mirror of
https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
synced 2026-06-03 04:34:26 -07:00
Initial commit
This commit is contained in:
@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 853c64b643ce96240ac0f8b27a6853f1
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folderAsset: yes
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timeCreated: 1424477236
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licenseType: Pro
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,374 @@
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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 Mods/Car Paint Fast ClearCoat" {
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Properties {
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// Global Settings
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_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
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||||
_SrcBlend ("__src", Float) = 0
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||||
_DstBlend ("__dst", Float) = 0
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||||
_ZWrite ("__zw", Float) = 1
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||||
[LM_TransparencyCutOff]
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_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
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[Toggle(EFFECT_BUMP)]
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_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
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// Car Paint Textures
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_MainTextures ("'Car Paint Textures' {Section:{Color:0}}", Float) = 0
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[LM_Albedo] [LM_Transparency]
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_Color ("'Tint' {}", Color) = (1,1,1,1)
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[LM_MasterTilingOffset] [LM_Albedo]
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_MainTex ("'Base Color(RGB) Paint(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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[LM_Metallic]
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_SpecTex ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex}", 2D) = "white" {}
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[LM_NormalMap]
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_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
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_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
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// Car Paint Properties
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_MainPhysicalProperties ("'Car Paint Properties' {Section:{Color:1}}", Float) = 0
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[LM_Metallic]
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_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
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_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
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_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
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_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
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_BumpScale ("'Normal Strength' {}", Float) = 1
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// Paint
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_PaintProperties ("'Paint' {Section:{Color:2}}", Float) = 0
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_CarPrimaryColor ("'Primary Color' {}", Color) = (1,1,1)
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_CarSecondaryColor ("'Secondary Color' {}", Color) = (1,1,1)
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_CarSecondaryColorWeight ("'Blend Weight' {Min:0, Max:1}", Float) = 1
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_CarSecondaryColorFalloff ("'Blend Falloff' {Min:0, Max:1}", Float) = 1
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_CarPaintClearCoatWeight ("'Clear Coat' {Min:0, Max:1}", Float) = 1
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_CarPaintClearCoatRoughness ("'Clear Coat Roughness' {Min:0, Max:1}", Float) = 0.01
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// Flakes
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_FlakeProperties ("'Flakes' {Section:{Color:3}}", Float) = 0
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_CarFlakeColor ("'Tint' {}", Color) = (1,1,1)
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_CarFlakeMap ("'Color(RGB) Mask(A)' {Visualize:{RGB,A}}", 2D) = "black" {}
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_CarFlakeMapUV ("UV Set", Float) = 0
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_CarFlakeMapFalloff ("'Mask Falloff' {Min:0.01}", Float) = 1
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_CarFlakeWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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_CarFlakeSpread ("'Spread' {Min:0, Max:1}", Float) = 0.5
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_CarFlakeHighlightSpread ("'Highlight Spread' {Min:0, Max:1}", Float) = 0.5
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// Parallax
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[Toggle(_PARALLAXMAP)]
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_ParallaxT ("'Parallax' {Feature:{Color:5}}", Float) = 0
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[Toggle(_BUMPMODE_POM)]
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_BumpMode ("'Mode' {Dropdown:{Parallax:{_MinSamples, _MaxSamples}, POM:{}}}", Float) = 0
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_ParallaxMap ("'Heightmap(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "black" {}
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_Parallax ("'Height' {Min:0, Max:0.08}", Float) = 0.02
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_MinSamples ("'Min Samples' {Min:1}", Float) = 4
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_MaxSamples ("'Max Samples' {Min:1}", Float) = 20
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// AO2
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[Toggle(_AO2_ON)]
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_AO2 ("'AO2' {Feature:{Color:6}}", Float) = 0
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_Ao2Map ("'AO2(G)' {Visualize:{RGB}}", 2D) = "white" {}
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_Ao2MapUV ("UV Set", Float) = 1
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_Ao2Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
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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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[Toggle(_NORMALMAP)]
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_DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0
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_DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
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_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
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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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_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
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_DetailAlbedoMapUV ("UV Set", Float) = 0
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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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// Team Color
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[Toggle(_TEAMCOLOR_ON)]
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_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
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[Enum(Masks, 0, Tint, 1)]
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_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
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_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
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_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
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_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
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_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
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_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
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_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
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// Decal
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[Toggle(_DECAL_ON)]
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_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
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_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
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_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
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_DecalTexUV ("UV Set", Float) = 0
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_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
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_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
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// Emission
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[Toggle(_EMISSION)]
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_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
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[LM_Emission]
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[HDR]
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_EmissionColor ("'Tint' {}", Color) = (1,1,1)
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[LM_Emission]
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_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
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_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
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||||
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
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_IncandescenceMapUV ("UV Set", Float) = 0
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[Gamma]
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_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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// Rim Emission
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[Toggle(_RIM_ON)]
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_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
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[HDR]
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_RimColor ("'Tint' {}", Color) = (1,1,1)
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_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
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_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
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_RimTexUV ("UV Set", Float) = 0
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[Gamma]
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_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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[Gamma]
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||||
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
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_RimPower ("'Falloff' {Min:0.01}", Float) = 4
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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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// Wetness
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[Toggle(_WETNESS_ON)]
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_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
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[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
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_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
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_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
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_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
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_WetMaskUV ("UV Set", Float) = 0
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_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
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_WetTint ("'Tint' {}", Color) = (1,1,1,1)
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||||
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
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||||
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
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||||
_WetNormalMapUV ("UV Set", Float) = 0
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||||
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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||||
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
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||||
_WetNormalMapScale ("'Normal Strength' {}", Float) = 1
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||||
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||||
// Forward Rendering Options
|
||||
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
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[ToggleOff]
|
||||
_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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||||
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
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||||
}
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||||
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||||
SubShader {
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||||
Tags {
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||||
"RenderType" = "Opaque"
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||||
"PerformanceChecks" = "False"
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||||
//"DisableBatching" = "LODFading"
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||||
}
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LOD 300
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Pass {
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||||
Name "FORWARD"
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||||
Tags { "LightMode" = "ForwardBase" }
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||||
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Blend [_SrcBlend] [_DstBlend]
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||||
ZWrite [_ZWrite]
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||||
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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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||||
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||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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||||
#pragma shader_feature EFFECT_BUMP
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#pragma shader_feature _PARALLAXMAP
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#pragma shader_feature _BUMPMODE_POM
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#pragma shader_feature _AO2_ON
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||||
#pragma shader_feature _DETAIL_MULX2
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#pragma shader_feature _NORMALMAP
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||||
#pragma shader_feature _TEAMCOLOR_ON
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#pragma shader_feature _DECAL_ON
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#pragma shader_feature _EMISSION
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#pragma shader_feature _RIM_ON
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||||
#pragma shader_feature _DISSOLVE_ON
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#pragma shader_feature _WETNESS_ON
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#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
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||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
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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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||||
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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/Mods/Shaders/Definition/CarPaintFastClearCoat.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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Pass {
|
||||
Name "FORWARD_DELTA"
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||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
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Blend [_SrcBlend] One
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||||
ZWrite Off
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||||
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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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||||
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||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _AO2_ON
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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
|
||||
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||||
#define UNITY_PASS_FORWARDADD
|
||||
|
||||
#include "Assets/Alloy/Mods/Shaders/Definition/CarPaintFastClearCoat.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 _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Mods/Shaders/Definition/CarPaintFastClearCoat.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 _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _AO2_ON
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _RIM_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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/CarPaintFastClearCoat.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 _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Mods/Shaders/Definition/CarPaintFastClearCoat.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3455ea41aa7ae6246b7c7bd71927cc7d
|
||||
timeCreated: 1467590707
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,399 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy Mods/Car Paint Full ClearCoat" {
|
||||
Properties {
|
||||
// Global Settings
|
||||
_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
|
||||
_SrcBlend ("__src", Float) = 0
|
||||
_DstBlend ("__dst", Float) = 0
|
||||
_ZWrite ("__zw", Float) = 1
|
||||
[LM_TransparencyCutOff]
|
||||
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
|
||||
[Toggle(EFFECT_BUMP)]
|
||||
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
|
||||
|
||||
// Car Paint Textures
|
||||
_MainTextures ("'Car Paint 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) Paint(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
|
||||
|
||||
// Car Paint Properties
|
||||
_MainPhysicalProperties ("'Car Paint Properties' {Section:{Color:1}}", Float) = 0
|
||||
[LM_Metallic]
|
||||
_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
|
||||
_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
|
||||
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
|
||||
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_BumpScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Paint
|
||||
_PaintProperties ("'Paint' {Section:{Color:2}}", Float) = 0
|
||||
_CarPrimaryColor ("'Primary Color' {}", Color) = (1,1,1)
|
||||
_CarSecondaryColor ("'Secondary Color' {}", Color) = (1,1,1)
|
||||
_CarSecondaryColorWeight ("'Blend Weight' {Min:0, Max:1}", Float) = 1
|
||||
_CarSecondaryColorFalloff ("'Blend Falloff' {Min:0, Max:1}", Float) = 1
|
||||
|
||||
// Flakes
|
||||
_FlakeProperties ("'Flakes' {Section:{Color:3}}", Float) = 0
|
||||
_CarFlakeColor ("'Tint' {}", Color) = (1,1,1)
|
||||
_CarFlakeMap ("'Color(RGB) Mask(A)' {Visualize:{RGB,A}}", 2D) = "black" {}
|
||||
_CarFlakeMapUV ("UV Set", Float) = 0
|
||||
_CarFlakeMapFalloff ("'Mask Falloff' {Min:0.01}", Float) = 1
|
||||
_CarFlakeWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_CarFlakeSpread ("'Spread' {Min:0, Max:1}", Float) = 0.5
|
||||
_CarFlakeHighlightSpread ("'Highlight Spread' {Min:0, Max:1}", Float) = 0.5
|
||||
|
||||
// ClearCoat Properties
|
||||
_ClearCoatProperties ("'Clear Coat' {Section:{Color:3}}", Float) = 0
|
||||
_ClearCoatColor ("'Tint' {}", Color) = (0,0,0,0.25)
|
||||
_ClearCoatRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Parallax
|
||||
[Toggle(_PARALLAXMAP)]
|
||||
_ParallaxT ("'Parallax' {Feature:{Color:5}}", Float) = 0
|
||||
[Toggle(_BUMPMODE_POM)]
|
||||
_BumpMode ("'Mode' {Dropdown:{Parallax:{_MinSamples, _MaxSamples}, POM:{}}}", Float) = 0
|
||||
_ParallaxMap ("'Heightmap(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "black" {}
|
||||
_Parallax ("'Height' {Min:0, Max:0.08}", Float) = 0.02
|
||||
_MinSamples ("'Min Samples' {Min:1}", Float) = 4
|
||||
_MaxSamples ("'Max Samples' {Min:1}", Float) = 20
|
||||
|
||||
// AO2
|
||||
[Toggle(_AO2_ON)]
|
||||
_AO2 ("'AO2' {Feature:{Color:6}}", Float) = 0
|
||||
_Ao2Map ("'AO2(G)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_Ao2MapUV ("UV Set", Float) = 1
|
||||
_Ao2Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
|
||||
// Detail
|
||||
[Toggle(_DETAIL_MULX2)]
|
||||
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
|
||||
[Toggle(_NORMALMAP)]
|
||||
_DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0
|
||||
_DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
|
||||
_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
[Enum(Mul, 0, MulX2, 1)]
|
||||
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
|
||||
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_DetailAlbedoMapUV ("UV Set", Float) = 0
|
||||
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
|
||||
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Team Color
|
||||
[Toggle(_TEAMCOLOR_ON)]
|
||||
_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
|
||||
[Enum(Masks, 0, Tint, 1)]
|
||||
_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
|
||||
_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
|
||||
_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
|
||||
_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
|
||||
_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
|
||||
_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
|
||||
_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
|
||||
|
||||
// Decal
|
||||
[Toggle(_DECAL_ON)]
|
||||
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
|
||||
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
|
||||
_DecalTexUV ("UV Set", Float) = 0
|
||||
_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Emission
|
||||
[Toggle(_EMISSION)]
|
||||
_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
|
||||
[LM_Emission]
|
||||
[HDR]
|
||||
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
|
||||
[LM_Emission]
|
||||
_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
|
||||
_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_IncandescenceMapUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
|
||||
// Rim Emission
|
||||
[Toggle(_RIM_ON)]
|
||||
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
|
||||
[HDR]
|
||||
_RimColor ("'Tint' {}", Color) = (1,1,1)
|
||||
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_RimTexUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
[Gamma]
|
||||
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
|
||||
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// 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
|
||||
[Gamma]
|
||||
_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
|
||||
|
||||
// Wetness
|
||||
[Toggle(_WETNESS_ON)]
|
||||
_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
|
||||
[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
|
||||
_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
|
||||
_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
|
||||
_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_WetMaskUV ("UV Set", Float) = 0
|
||||
_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
_WetTint ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
|
||||
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_WetNormalMapUV ("UV Set", Float) = 0
|
||||
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
|
||||
_WetNormalMapScale ("'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 {
|
||||
"RenderType" = "Opaque"
|
||||
"PerformanceChecks" = "False"
|
||||
//"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
ZWrite [_ZWrite]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _AO2_ON
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _RIM_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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/Shaders/Definition/CarPaint.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend [_SrcBlend] One
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _AO2_ON
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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/Shaders/Definition/CarPaint.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "CLEARCOAT_FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#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/CarPaintFullClearCoat.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "CLEARCOAT_FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend SrcAlpha One
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#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/CarPaintFullClearCoat.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 _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/CarPaint.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "Meta"
|
||||
Tags { "LightMode" = "Meta" }
|
||||
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt gles
|
||||
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/CarPaint.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3fe7630673d8340438ed4b0fcc808b83
|
||||
timeCreated: 1448128603
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SpecTex: {instanceID: 0}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _CarFlakeMap: {instanceID: 0}
|
||||
- _ParallaxMap: {instanceID: 0}
|
||||
- _Ao2Map: {instanceID: 0}
|
||||
- _DetailMask: {instanceID: 0}
|
||||
- _DetailAlbedoMap: {instanceID: 0}
|
||||
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
|
||||
type: 3}
|
||||
- _DetailNormalMap: {instanceID: 0}
|
||||
- _TeamColorMaskMap: {instanceID: 0}
|
||||
- _DecalTex: {instanceID: 0}
|
||||
- _EmissionMap: {instanceID: 0}
|
||||
- _IncandescenceMap: {instanceID: 0}
|
||||
- _RimTex: {instanceID: 0}
|
||||
- _DissolveTex: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,363 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy Mods/Core CrossFade" {
|
||||
Properties {
|
||||
// Global Settings
|
||||
_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
|
||||
_SrcBlend ("__src", Float) = 0
|
||||
_DstBlend ("__dst", Float) = 0
|
||||
_ZWrite ("__zw", Float) = 1
|
||||
[LM_TransparencyCutOff]
|
||||
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
|
||||
[Toggle(EFFECT_BUMP)]
|
||||
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
|
||||
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
|
||||
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_SpecTex,_Occlusion}}}", 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
|
||||
|
||||
// Parallax
|
||||
[Toggle(_PARALLAXMAP)]
|
||||
_ParallaxT ("'Parallax' {Feature:{Color:5}}", Float) = 0
|
||||
[Toggle(_BUMPMODE_POM)]
|
||||
_BumpMode ("'Mode' {Dropdown:{Parallax:{_MinSamples, _MaxSamples}, POM:{}}}", Float) = 0
|
||||
_ParallaxMap ("'Heightmap(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "black" {}
|
||||
_Parallax ("'Height' {Min:0, Max:0.08}", Float) = 0.02
|
||||
_MinSamples ("'Min Samples' {Min:1}", Float) = 4
|
||||
_MaxSamples ("'Max Samples' {Min:1}", Float) = 20
|
||||
|
||||
// AO2
|
||||
[Toggle(_AO2_ON)]
|
||||
_AO2 ("'AO2' {Feature:{Color:6}}", Float) = 0
|
||||
_Ao2Map ("'AO2(G)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_Ao2MapUV ("UV Set", Float) = 1
|
||||
_Ao2Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
|
||||
// Detail
|
||||
[Toggle(_DETAIL_MULX2)]
|
||||
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
|
||||
[Toggle(_NORMALMAP)]
|
||||
_DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0
|
||||
_DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
|
||||
_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
[Enum(Mul, 0, MulX2, 1)]
|
||||
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
|
||||
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_DetailAlbedoMapUV ("UV Set", Float) = 0
|
||||
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
|
||||
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Team Color
|
||||
[Toggle(_TEAMCOLOR_ON)]
|
||||
_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
|
||||
[Enum(Masks, 0, Tint, 1)]
|
||||
_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
|
||||
_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
|
||||
_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
|
||||
_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
|
||||
_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
|
||||
_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
|
||||
_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
|
||||
|
||||
// Decal
|
||||
[Toggle(_DECAL_ON)]
|
||||
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
|
||||
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
|
||||
_DecalTexUV ("UV Set", Float) = 0
|
||||
_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Emission
|
||||
[Toggle(_EMISSION)]
|
||||
_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
|
||||
[LM_Emission]
|
||||
[HDR]
|
||||
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
|
||||
[LM_Emission]
|
||||
_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
|
||||
_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_IncandescenceMapUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
|
||||
// Rim Emission
|
||||
[Toggle(_RIM_ON)]
|
||||
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
|
||||
[HDR]
|
||||
_RimColor ("'Tint' {}", Color) = (1,1,1)
|
||||
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_RimTexUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
[Gamma]
|
||||
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
|
||||
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// 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
|
||||
[Gamma]
|
||||
_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
|
||||
|
||||
// Wetness
|
||||
[Toggle(_WETNESS_ON)]
|
||||
_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
|
||||
[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
|
||||
_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
|
||||
_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
|
||||
_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_WetMaskUV ("UV Set", Float) = 0
|
||||
_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
_WetTint ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
|
||||
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_WetNormalMapUV ("UV Set", Float) = 0
|
||||
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
|
||||
_WetNormalMapScale ("'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 {
|
||||
"RenderType" = "Opaque"
|
||||
"PerformanceChecks" = "False"
|
||||
"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
ZWrite [_ZWrite]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _AO2_ON
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _RIM_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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/Shaders/Definition/Core.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend [_SrcBlend] One
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _AO2_ON
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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/Shaders/Definition/Core.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 _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Core.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 _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _AO2_ON
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _RIM_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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/Shaders/Definition/Core.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 shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Core.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d06896bb415c9e44ab843675428549d1
|
||||
timeCreated: 1476219339
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,51 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy Mods/Curvature Test" {
|
||||
Properties {
|
||||
_CurvatureScale ("'Curvature Scale' {Min:0.001, Max:0.1}", Float) = 0.005
|
||||
|
||||
// Advanced Options
|
||||
_AdvancedOptions("'Advanced Options' {Section:{Color:20}}", Float) = 0
|
||||
_RenderQueue("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
_EnableInstancing("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags {
|
||||
"RenderType" = "Opaque"
|
||||
"PerformanceChecks" = "False"
|
||||
"ForceNoShadowCasting" = "True"
|
||||
//"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
Pass {
|
||||
Name "BASE"
|
||||
Tags { "LightMode" = "Always" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma multi_compile_fog
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_FORWARDBASE
|
||||
|
||||
#include "Assets/Alloy/Mods/Shaders/Definition/CurvatureTest.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3a97280fa1bf1ae41a7392cc635defe8
|
||||
timeCreated: 1431312227
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,140 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy Mods/Deferred Decal Advanced" {
|
||||
Properties {
|
||||
[Toggle(EFFECT_BUMP)]
|
||||
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
|
||||
|
||||
// Main Textures
|
||||
_MainTextures ("'Deferred Decal Textures' {Section:{Color:0}}", Float) = 0
|
||||
[LM_Albedo] [LM_Transparency]
|
||||
_Color ("'Tint' {}", Color) = (1,1,1,1)
|
||||
[HDR]
|
||||
_GlowColor("'Glow Tint' {}", Color) = (0,0,0,1)
|
||||
[LM_Metallic]
|
||||
_SpecTex ("'Glow(R) AO(G) Alpha(B) Rough(A)' {Visualize:{R, G, B, A}}", 2D) = "white" {}
|
||||
_SpecTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_SpecTexUV ("UV Set", Float) = 0
|
||||
[LM_NormalMap]
|
||||
_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_SpecTex}", 2D) = "bump" {}
|
||||
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Main Properties
|
||||
_MainPhysicalProperties ("'Deferred Decal Properties' {Section:{Color:1}}", Float) = 0
|
||||
[LM_Metallic]
|
||||
_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
|
||||
_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
|
||||
_RoughnessMin ("'Roughness Min' {Min:0, Max:1}", Float) = 0
|
||||
_RoughnessMax ("'Roughness Max' {Min:0, Max:1}", Float) = 1
|
||||
_AoAsCavity ("'Occlusion Cavity' {Min:0, Max:1}", Float) = 0
|
||||
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_BumpScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Decal Blend
|
||||
_DecalBlendProperties ("'Decal Blend' {Section:{Color:2}}", Float) = 0
|
||||
_BaseColorWeight ("'Base Color' {Min:0, Max:1}", Float) = 0
|
||||
_NormalsWeight ("'Normals' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Parallax
|
||||
[Toggle(_PARALLAXMAP)]
|
||||
_ParallaxT ("'Parallax' {Feature:{Color:5}}", Float) = 0
|
||||
[Toggle(_BUMPMODE_POM)]
|
||||
_BumpMode ("'Mode' {Dropdown:{Parallax:{_MinSamples, _MaxSamples}, POM:{}}}", Float) = 0
|
||||
_ParallaxMap ("'Heightmap(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "black" {}
|
||||
_Parallax ("'Height' {Min:0, Max:0.08}", Float) = 0.02
|
||||
_MinSamples ("'Min Samples' {Min:1}", Float) = 4
|
||||
_MaxSamples ("'Max Samples' {Min:1}", Float) = 20
|
||||
|
||||
// Forward Rendering Options
|
||||
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
|
||||
[ToggleOff]
|
||||
_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
|
||||
|
||||
// Advanced Options
|
||||
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
|
||||
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
|
||||
}
|
||||
SubShader {
|
||||
Tags {
|
||||
"Queue" = "AlphaTest"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Opaque"
|
||||
"ForceNoShadowCasting" = "True"
|
||||
//"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 300
|
||||
Offset -1,-1
|
||||
|
||||
Pass {
|
||||
Name "DEFERRED"
|
||||
Tags { "LightMode" = "Deferred" }
|
||||
|
||||
// Only overwrite G-Buffer RGB, but weight whole G-Buffer.
|
||||
Blend SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt gles
|
||||
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#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
|
||||
#define A_DECAL_ALPHA_FIRSTPASS_SHADER
|
||||
|
||||
#include "Assets/Alloy/Mods/Shaders/Definition/DeferredDecalAdvanced.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "DEFERRED_ALPHA"
|
||||
Tags { "LightMode" = "Deferred" }
|
||||
|
||||
// Only overwrite GBuffer A.
|
||||
Blend One One
|
||||
ColorMask A
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt gles
|
||||
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#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/DeferredDecalAdvanced.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack Off
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7a1e62cc814126545a15c640fe07c8d9
|
||||
timeCreated: 1448636324
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,214 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy Mods/IntersectionGlow" {
|
||||
Properties {
|
||||
[Toggle(EFFECT_BUMP)]
|
||||
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
|
||||
|
||||
// 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
|
||||
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
|
||||
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_BumpScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Scan Line Properties
|
||||
_ScanLineProperties ("'Scan Line' {Section:{Color:0}}", Float) = 0
|
||||
[HDR]
|
||||
_ScanLineColor ("'Tint' {}", Color) = (1,1,1)
|
||||
[Gamma]
|
||||
_ScanLineWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_ScanLineWidth ("'Width' {Min:0, Max:1}", Float) = 0.1
|
||||
|
||||
// Emission
|
||||
[Toggle(_EMISSION)]
|
||||
_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
|
||||
[LM_Emission]
|
||||
[HDR]
|
||||
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
|
||||
[LM_Emission]
|
||||
_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
|
||||
_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_IncandescenceMapUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
|
||||
// Rim Emission
|
||||
[Toggle(_RIM_ON)]
|
||||
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
|
||||
[HDR]
|
||||
_RimColor ("'Tint' {}", Color) = (1,1,1)
|
||||
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_RimTexUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
[Gamma]
|
||||
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
|
||||
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// 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
|
||||
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags{
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
//"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_BACK"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend One OneMinusSrcAlpha
|
||||
Cull Front
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#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
|
||||
#define _INTERSECTION_GLOW_BACKFACE
|
||||
|
||||
#include "Assets/Alloy/Mods/Shaders/Definition/IntersectionGlow.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend One OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _RIM_ON
|
||||
#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/IntersectionGlow.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 _ _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/IntersectionGlow.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 multi_compile_shadowcaster
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Mods/Shaders/Definition/IntersectionGlow.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 18f708c060e1c5a4ebb2e44edb38fc1f
|
||||
timeCreated: 1445983888
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,357 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy Mods/Masked Core" {
|
||||
Properties {
|
||||
// Global Settings
|
||||
_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
|
||||
_SrcBlend ("__src", Float) = 0
|
||||
_DstBlend ("__dst", Float) = 0
|
||||
_ZWrite ("__zw", Float) = 1
|
||||
[LM_TransparencyCutOff]
|
||||
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
|
||||
[Toggle(EFFECT_BUMP)]
|
||||
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
|
||||
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
|
||||
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_SpecTex,_Occlusion}}}", 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" {}
|
||||
_MasksMap ("'Masks' {Visualize:{R, G, B, A}, Parent:_MainTex}", 2D) = "white" {}
|
||||
_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
|
||||
|
||||
// Parallax
|
||||
[Toggle(_PARALLAXMAP)]
|
||||
_ParallaxT ("'Parallax' {Feature:{Color:5}}", Float) = 0
|
||||
[Toggle(_BUMPMODE_POM)]
|
||||
_BumpMode ("'Mode' {Dropdown:{Parallax:{_MinSamples, _MaxSamples}, POM:{}}}", Float) = 0
|
||||
_ParallaxMap ("'Heightmap(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "black" {}
|
||||
_Parallax ("'Height' {Min:0, Max:0.08}", Float) = 0.02
|
||||
_MinSamples ("'Min Samples' {Min:1}", Float) = 4
|
||||
_MaxSamples ("'Max Samples' {Min:1}", Float) = 20
|
||||
|
||||
// AO2
|
||||
[Toggle(_AO2_ON)]
|
||||
_AO2 ("'AO2' {Feature:{Color:6}}", Float) = 0
|
||||
_Ao2Map ("'AO2(G)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_Ao2MapUV ("UV Set", Float) = 1
|
||||
_Ao2Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
|
||||
// Detail
|
||||
[Toggle(_DETAIL_MULX2)]
|
||||
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
|
||||
_DetailMasks ("'Channels' {Vector:Channels}", Vector) = (0,0,0,1)
|
||||
[Enum(Mul, 0, MulX2, 1)]
|
||||
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
|
||||
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_DetailAlbedoMapUV ("UV Set", Float) = 0
|
||||
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
|
||||
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Team Color
|
||||
[Toggle(_TEAMCOLOR_ON)]
|
||||
_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
|
||||
[Enum(Masks, 0, Tint, 1)]
|
||||
_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
|
||||
_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
|
||||
_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
|
||||
_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
|
||||
_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
|
||||
_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
|
||||
_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
|
||||
|
||||
// Decal
|
||||
[Toggle(_DECAL_ON)]
|
||||
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
|
||||
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
|
||||
_DecalTexUV ("UV Set", Float) = 0
|
||||
_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Emission
|
||||
[Toggle(_EMISSION)]
|
||||
_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
|
||||
_EmissionMasks ("'Channels' {Vector:Channels}", Vector) = (0,1,0,0)
|
||||
[LM_Emission]
|
||||
[HDR]
|
||||
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
|
||||
_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_IncandescenceMapUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
|
||||
// Rim Emission
|
||||
[Toggle(_RIM_ON)]
|
||||
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
|
||||
_RimMasks ("'Channels' {Vector:Channels}", Vector) = (1, 0, 0, 0)
|
||||
[HDR]
|
||||
_RimColor ("'Tint' {}", Color) = (1,1,1)
|
||||
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_RimTexUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
[Gamma]
|
||||
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
|
||||
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// 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
|
||||
[Gamma]
|
||||
_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
|
||||
|
||||
// Wetness
|
||||
[Toggle(_WETNESS_ON)]
|
||||
_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
|
||||
[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
|
||||
_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
|
||||
_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
|
||||
_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_WetMaskUV ("UV Set", Float) = 0
|
||||
_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
_WetTint ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
|
||||
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_WetNormalMapUV ("UV Set", Float) = 0
|
||||
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
|
||||
_WetNormalMapScale ("'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 {
|
||||
"RenderType" = "Opaque"
|
||||
"PerformanceChecks" = "False"
|
||||
//"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
ZWrite [_ZWrite]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _AO2_ON
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _RIM_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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/MaskedCore.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend [_SrcBlend] One
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _AO2_ON
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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/MaskedCore.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 _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Mods/Shaders/Definition/MaskedCore.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 _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _AO2_ON
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _RIM_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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/MaskedCore.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 shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Mods/Shaders/Definition/MaskedCore.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 83788f668a8a8c94381852707767c49d
|
||||
timeCreated: 1448128638
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SpecTex: {instanceID: 0}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _MasksMap: {instanceID: 0}
|
||||
- _ParallaxMap: {instanceID: 0}
|
||||
- _Ao2Map: {instanceID: 0}
|
||||
- _DetailAlbedoMap: {instanceID: 0}
|
||||
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
|
||||
type: 3}
|
||||
- _DetailNormalMap: {instanceID: 0}
|
||||
- _TeamColorMaskMap: {instanceID: 0}
|
||||
- _DecalTex: {instanceID: 0}
|
||||
- _IncandescenceMap: {instanceID: 0}
|
||||
- _RimTex: {instanceID: 0}
|
||||
- _DissolveTex: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,204 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy Mods/Mesh Particle Core" {
|
||||
Properties {
|
||||
// Global Settings
|
||||
_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
|
||||
_SrcBlend ("__src", Float) = 0
|
||||
_DstBlend ("__dst", Float) = 0
|
||||
_ZWrite ("__zw", Float) = 1
|
||||
[LM_TransparencyCutOff]
|
||||
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
|
||||
|
||||
// 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]
|
||||
_BaseColorRamp ("'Base Color Ramp(RGB)' {Controls:False}", 2D) = "white" {}
|
||||
_EmissionColorRamp ("'Emission Color Ramp(RGB)' {Controls:False}", 2D) = "black" {}
|
||||
[Gamma]
|
||||
_EmissionMin ("'Emission Minimum' {Min:0}", Float) = 0
|
||||
[Gamma]
|
||||
_EmissionMax ("'Emission Maximum' {Min:0}", Float) = 1
|
||||
|
||||
// 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
|
||||
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
|
||||
|
||||
// Rim Emission
|
||||
[Toggle(_RIM_ON)]
|
||||
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
|
||||
[HDR]
|
||||
_RimColor ("'Tint' {}", Color) = (1,1,1)
|
||||
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_RimTexUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
[Gamma]
|
||||
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
|
||||
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// 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
|
||||
[Gamma]
|
||||
_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
|
||||
|
||||
// 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 {
|
||||
"RenderType" = "Opaque"
|
||||
"PerformanceChecks" = "False"
|
||||
//"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
ZWrite [_ZWrite]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _RIM_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#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/MeshParticleCore.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend [_SrcBlend] One
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#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/MeshParticleCore.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 _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Mods/Shaders/Definition/MeshParticleCore.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 _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _RIM_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#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/MeshParticleCore.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e55a1c7ac55954b449607a5acd31fa70
|
||||
timeCreated: 1453767151
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,369 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy Mods/SP Car Paint" {
|
||||
Properties {
|
||||
// Global Settings
|
||||
_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
|
||||
_SrcBlend ("__src", Float) = 0
|
||||
_DstBlend ("__dst", Float) = 0
|
||||
_ZWrite ("__zw", Float) = 1
|
||||
[LM_TransparencyCutOff]
|
||||
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
|
||||
[Toggle(EFFECT_BUMP)]
|
||||
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
|
||||
|
||||
// Car Paint Textures
|
||||
_MainTextures ("'Car Paint 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) Paint(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
|
||||
|
||||
// Car Paint Properties
|
||||
_MainPhysicalProperties ("'Car Paint Properties' {Section:{Color:1}}", Float) = 0
|
||||
[LM_Metallic]
|
||||
_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
|
||||
_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
|
||||
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
|
||||
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_BumpScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Paint
|
||||
_CarPaintProperties ("'Paint' {Section:{Color:2}}", Float) = 0
|
||||
_CarPaintSecondaryColor ("'Secondary Color' {}", Color) = (1,1,1)
|
||||
_CarPaintTertiaryColor ("'Tertiary Color' {}", Color) = (1,1,1)
|
||||
_CarPaintClearCoatWeight ("'Clear Coat' {Min:0, Max:1}", Float) = 1
|
||||
_CarPaintClearCoatRoughness ("'Clear Coat Roughness' {Min:0, Max:1}", Float) = 0.01
|
||||
|
||||
// Flakes
|
||||
_CarPaintFlakeProperties ("'Flakes' {Section:{Color:3}}", Float) = 0
|
||||
_CarPaintFlakeColor ("'Color' {}", Color) = (1,1,1)
|
||||
_CarPaintFlakeNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
|
||||
_CarPaintFlakeNormalMapUV ("UV Set", Float) = 0
|
||||
_CarPaintFlakeWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
|
||||
// Parallax
|
||||
[Toggle(_PARALLAXMAP)]
|
||||
_ParallaxT ("'Parallax' {Feature:{Color:5}}", Float) = 0
|
||||
[Toggle(_BUMPMODE_POM)]
|
||||
_BumpMode ("'Mode' {Dropdown:{Parallax:{_MinSamples, _MaxSamples}, POM:{}}}", Float) = 0
|
||||
_ParallaxMap ("'Heightmap(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "black" {}
|
||||
_Parallax ("'Height' {Min:0, Max:0.08}", Float) = 0.02
|
||||
_MinSamples ("'Min Samples' {Min:1}", Float) = 4
|
||||
_MaxSamples ("'Max Samples' {Min:1}", Float) = 20
|
||||
|
||||
// AO2
|
||||
[Toggle(_AO2_ON)]
|
||||
_AO2 ("'AO2' {Feature:{Color:6}}", Float) = 0
|
||||
_Ao2Map ("'AO2(G)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_Ao2MapUV ("UV Set", Float) = 1
|
||||
_Ao2Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
|
||||
// Detail
|
||||
[Toggle(_DETAIL_MULX2)]
|
||||
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
|
||||
[Toggle(_NORMALMAP)]
|
||||
_DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0
|
||||
_DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
|
||||
_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
[Enum(Mul, 0, MulX2, 1)]
|
||||
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
|
||||
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_DetailAlbedoMapUV ("UV Set", Float) = 0
|
||||
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
|
||||
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Team Color
|
||||
[Toggle(_TEAMCOLOR_ON)]
|
||||
_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
|
||||
[Enum(Masks, 0, Tint, 1)]
|
||||
_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
|
||||
_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
|
||||
_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
|
||||
_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
|
||||
_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
|
||||
_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
|
||||
_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
|
||||
|
||||
// Decal
|
||||
[Toggle(_DECAL_ON)]
|
||||
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
|
||||
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
|
||||
_DecalTexUV ("UV Set", Float) = 0
|
||||
_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Emission
|
||||
[Toggle(_EMISSION)]
|
||||
_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
|
||||
[LM_Emission]
|
||||
[HDR]
|
||||
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
|
||||
[LM_Emission]
|
||||
_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
|
||||
_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_IncandescenceMapUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
|
||||
// Rim Emission
|
||||
[Toggle(_RIM_ON)]
|
||||
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
|
||||
[HDR]
|
||||
_RimColor ("'Tint' {}", Color) = (1,1,1)
|
||||
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_RimTexUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
[Gamma]
|
||||
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
|
||||
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// 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
|
||||
[Gamma]
|
||||
_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
|
||||
|
||||
// Wetness
|
||||
[Toggle(_WETNESS_ON)]
|
||||
_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
|
||||
[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
|
||||
_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
|
||||
_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
|
||||
_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_WetMaskUV ("UV Set", Float) = 0
|
||||
_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
_WetTint ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
|
||||
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_WetNormalMapUV ("UV Set", Float) = 0
|
||||
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
|
||||
_WetNormalMapScale ("'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 {
|
||||
"RenderType" = "Opaque"
|
||||
"PerformanceChecks" = "False"
|
||||
//"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
ZWrite [_ZWrite]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _AO2_ON
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _RIM_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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/SPCarPaint.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend [_SrcBlend] One
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _AO2_ON
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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/SPCarPaint.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 _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Mods/Shaders/Definition/SPCarPaint.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 _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _AO2_ON
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _RIM_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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/SPCarPaint.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 _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Mods/Shaders/Definition/SPCarPaint.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ee9bf235850577c4ba63885aa5357f98
|
||||
timeCreated: 1466377540
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SpecTex: {instanceID: 0}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _CarPaintFlakeNormalMap: {fileID: 2800000, guid: 29ebd85b3434f8c47be667250674ad7d,
|
||||
type: 3}
|
||||
- _ParallaxMap: {instanceID: 0}
|
||||
- _Ao2Map: {instanceID: 0}
|
||||
- _DetailMask: {instanceID: 0}
|
||||
- _DetailAlbedoMap: {instanceID: 0}
|
||||
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
|
||||
type: 3}
|
||||
- _DetailNormalMap: {instanceID: 0}
|
||||
- _TeamColorMaskMap: {instanceID: 0}
|
||||
- _DecalTex: {instanceID: 0}
|
||||
- _EmissionMap: {instanceID: 0}
|
||||
- _IncandescenceMap: {instanceID: 0}
|
||||
- _RimTex: {instanceID: 0}
|
||||
- _DissolveTex: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,330 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy Mods/Human/Skin VertexDetail (Forward)" {
|
||||
Properties {
|
||||
// Skin Textures
|
||||
_MainTextures ("'Skin 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) SSS(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" {}
|
||||
|
||||
// Skin Properties
|
||||
_MainPhysicalProperties ("'Skin Properties' {Section:{Color:1}}", Float) = 0
|
||||
_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
|
||||
_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
|
||||
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
|
||||
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_BumpScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Skin Scattering
|
||||
_SkinScatteringProperties ("'Skin Scattering' {Section:{Color:2}}", Float) = 0
|
||||
_SssBrdfTex ("'LUT' {Controls:False}", 2D) = "white" {}
|
||||
_SssWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_SssMaskCutoff ("'Mask Cutoff' {Min:0.01, Max:1}", Float) = 0.1
|
||||
_SssBias ("'Bias' {Min:0, Max:1}", Float) = 0
|
||||
_SssScale ("'Scale' {Min:0, Max:1}", Float) = 1
|
||||
_SssBumpBlur ("'Bump Blur' {Min:0, Max:1}", Float) = 0.7
|
||||
_SssTransmissionAbsorption ("'Absorption' {Vector:3}", Vector) = (-8,-40,-64,0)
|
||||
_SssColorBleedAoWeights ("'AO Color Bleed' {Vector:3}", Vector) = (0.4,0.15,0.13,0)
|
||||
|
||||
// Transmission
|
||||
_TransmissionProperties ("'Transmission' {Section:{Color:3}}", Float) = 0
|
||||
_TransWeight ("'Weight' {Min:0, Max:1}", Float) = 1.0
|
||||
_TransDistortion ("'Bump Distortion' {Min:0, Max:1}", Float) = 0.1
|
||||
_TransPower ("'Falloff' {Min:1}", Float) = 1
|
||||
|
||||
// Red Detail
|
||||
_RedDetail ("'Red Detail' {Section:{Color:{150,0,0}}}", Float) = 0
|
||||
_RedDetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
_RedDetailNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
|
||||
_RedDetailNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_RedDetailNormalMapUV ("UV Set", Float) = 0
|
||||
_RedDetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_RedDetailNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Green Detail
|
||||
_GreenDetail ("'Green Detail' {Section:{Color:{0,149,0}}}", Float) = 0
|
||||
_GreenDetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
_GreenDetailNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
|
||||
_GreenDetailNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_GreenDetailNormalMapUV ("UV Set", Float) = 0
|
||||
_GreenDetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_GreenDetailNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Blue Detail
|
||||
_BlueDetail ("'Blue Detail' {Section:{Color:{11,0,148}}}", Float) = 0
|
||||
_BlueDetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
_BlueDetailNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
|
||||
_BlueDetailNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_BlueDetailNormalMapUV ("UV Set", Float) = 0
|
||||
_BlueDetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_BlueDetailNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Alpha Detail
|
||||
[Toggle(_DETAIL_MULX2)]
|
||||
_DetailT ("'Alpha Detail' {Feature:{Color:{0,0,0}}}", Float) = 0
|
||||
_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
_DetailNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
|
||||
_DetailNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_DetailNormalMapUV ("UV Set", Float) = 0
|
||||
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Parallax
|
||||
[Toggle(_PARALLAXMAP)]
|
||||
_ParallaxT ("'Parallax' {Feature:{Color:5}}", Float) = 0
|
||||
[Toggle(_BUMPMODE_POM)]
|
||||
_BumpMode ("'Mode' {Dropdown:{Parallax:{_MinSamples, _MaxSamples}, POM:{}}}", Float) = 0
|
||||
_ParallaxMap ("'Heightmap(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "black" {}
|
||||
_Parallax ("'Height' {Min:0, Max:0.08}", Float) = 0.02
|
||||
_MinSamples ("'Min Samples' {Min:1}", Float) = 4
|
||||
_MaxSamples ("'Max Samples' {Min:1}", Float) = 20
|
||||
|
||||
// Team Color
|
||||
[Toggle(_TEAMCOLOR_ON)]
|
||||
_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
|
||||
[Enum(Masks, 0, Tint, 1)]
|
||||
_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
|
||||
_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
|
||||
_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
|
||||
_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
|
||||
_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
|
||||
_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
|
||||
_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
|
||||
|
||||
// Decal
|
||||
[Toggle(_DECAL_ON)]
|
||||
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
|
||||
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
|
||||
_DecalTexUV ("UV Set", Float) = 0
|
||||
_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Emission
|
||||
[Toggle(_EMISSION)]
|
||||
_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
|
||||
[LM_Emission]
|
||||
[HDR]
|
||||
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
|
||||
[LM_Emission]
|
||||
_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
|
||||
_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_IncandescenceMapUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
|
||||
// Rim Emission
|
||||
[Toggle(_RIM_ON)]
|
||||
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
|
||||
[HDR]
|
||||
_RimColor ("'Tint' {}", Color) = (1,1,1)
|
||||
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_RimTexUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
[Gamma]
|
||||
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
|
||||
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// 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
|
||||
[Gamma]
|
||||
_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
|
||||
|
||||
// Wetness
|
||||
[Toggle(_WETNESS_ON)]
|
||||
_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
|
||||
[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
|
||||
_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
|
||||
_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
|
||||
_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_WetMaskUV ("UV Set", Float) = 0
|
||||
_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
_WetTint ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
|
||||
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_WetNormalMapUV ("UV Set", Float) = 0
|
||||
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
|
||||
_WetNormalMapScale ("'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
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
#define A_FORWARD_ONLY_SHADER
|
||||
ENDCG
|
||||
|
||||
SubShader {
|
||||
Tags {
|
||||
"Queue" = "Geometry"
|
||||
"RenderType" = "Opaque"
|
||||
//"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 400
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _RIM_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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/SkinVertexDetail.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 _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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/SkinVertexDetail.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 multi_compile_shadowcaster
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Mods/Shaders/Definition/SkinVertexDetail.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "Meta"
|
||||
Tags { "LightMode" = "Meta" }
|
||||
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt gles
|
||||
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Mods/Shaders/Definition/SkinVertexDetail.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ea49f5790c7892743bce919f4418de53
|
||||
timeCreated: 1476645599
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SpecTex: {instanceID: 0}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _SssBrdfTex: {fileID: 2800000, guid: d13510bb2be49aa40a66a0101efb6a36, type: 3}
|
||||
- _ParallaxMap: {instanceID: 0}
|
||||
- _RedDetailNormalMap: {instanceID: 0}
|
||||
- _GreenDetailNormalMap: {instanceID: 0}
|
||||
- _BlueDetailNormalMap: {instanceID: 0}
|
||||
- _DetailNormalMap: {instanceID: 0}
|
||||
- _TeamColorMaskMap: {instanceID: 0}
|
||||
- _DecalTex: {instanceID: 0}
|
||||
- _EmissionMap: {instanceID: 0}
|
||||
- _IncandescenceMap: {instanceID: 0}
|
||||
- _RimTex: {instanceID: 0}
|
||||
- _DissolveTex: {instanceID: 0}
|
||||
- _WetMask: {instanceID: 0}
|
||||
- _WetNormalMap: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,347 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy Mods/Human/Skin VertexDetail" {
|
||||
Properties {
|
||||
// Skin Textures
|
||||
_MainTextures ("'Skin 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) SSS(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" {}
|
||||
|
||||
// Skin Properties
|
||||
_MainPhysicalProperties ("'Skin Properties' {Section:{Color:1}}", Float) = 0
|
||||
_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
|
||||
_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
|
||||
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
|
||||
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_BumpScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Red Detail
|
||||
_RedDetail ("'Red Detail' {Section:{Color:{150,0,0}}}", Float) = 0
|
||||
_RedDetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
_RedDetailNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
|
||||
_RedDetailNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_RedDetailNormalMapUV ("UV Set", Float) = 0
|
||||
_RedDetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_RedDetailNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Green Detail
|
||||
_GreenDetail ("'Green Detail' {Section:{Color:{0,149,0}}}", Float) = 0
|
||||
_GreenDetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
_GreenDetailNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
|
||||
_GreenDetailNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_GreenDetailNormalMapUV ("UV Set", Float) = 0
|
||||
_GreenDetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_GreenDetailNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Blue Detail
|
||||
_BlueDetail ("'Blue Detail' {Section:{Color:{11,0,148}}}", Float) = 0
|
||||
_BlueDetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
_BlueDetailNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
|
||||
_BlueDetailNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_BlueDetailNormalMapUV ("UV Set", Float) = 0
|
||||
_BlueDetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_BlueDetailNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Alpha Detail
|
||||
[Toggle(_DETAIL_MULX2)]
|
||||
_DetailT ("'Alpha Detail' {Feature:{Color:{0,0,0}}}", Float) = 0
|
||||
_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
_DetailNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
|
||||
_DetailNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_DetailNormalMapUV ("UV Set", Float) = 0
|
||||
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Parallax
|
||||
[Toggle(_PARALLAXMAP)]
|
||||
_ParallaxT ("'Parallax' {Feature:{Color:5}}", Float) = 0
|
||||
[Toggle(_BUMPMODE_POM)]
|
||||
_BumpMode ("'Mode' {Dropdown:{Parallax:{_MinSamples, _MaxSamples}, POM:{}}}", Float) = 0
|
||||
_ParallaxMap ("'Heightmap(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "black" {}
|
||||
_Parallax ("'Height' {Min:0, Max:0.08}", Float) = 0.02
|
||||
_MinSamples ("'Min Samples' {Min:1}", Float) = 4
|
||||
_MaxSamples ("'Max Samples' {Min:1}", Float) = 20
|
||||
|
||||
// Team Color
|
||||
[Toggle(_TEAMCOLOR_ON)]
|
||||
_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
|
||||
[Enum(Masks, 0, Tint, 1)]
|
||||
_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
|
||||
_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
|
||||
_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
|
||||
_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
|
||||
_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
|
||||
_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
|
||||
_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
|
||||
|
||||
// Decal
|
||||
[Toggle(_DECAL_ON)]
|
||||
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
|
||||
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
|
||||
_DecalTexUV ("UV Set", Float) = 0
|
||||
_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Emission
|
||||
[Toggle(_EMISSION)]
|
||||
_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
|
||||
[LM_Emission]
|
||||
[HDR]
|
||||
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
|
||||
[LM_Emission]
|
||||
_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
|
||||
_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_IncandescenceMapUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
|
||||
// Rim Emission
|
||||
[Toggle(_RIM_ON)]
|
||||
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
|
||||
[HDR]
|
||||
_RimColor ("'Tint' {}", Color) = (1,1,1)
|
||||
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_RimTexUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
[Gamma]
|
||||
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
|
||||
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// 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
|
||||
[Gamma]
|
||||
_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
|
||||
|
||||
// Wetness
|
||||
[Toggle(_WETNESS_ON)]
|
||||
_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
|
||||
[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
|
||||
_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
|
||||
_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
|
||||
_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_WetMaskUV ("UV Set", Float) = 0
|
||||
_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
_WetTint ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
|
||||
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_WetNormalMapUV ("UV Set", Float) = 0
|
||||
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
|
||||
_WetNormalMapScale ("'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 400
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _RIM_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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/SkinVertexDetail.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 _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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/SkinVertexDetail.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 multi_compile_shadowcaster
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Mods/Shaders/Definition/SkinVertexDetail.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 _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _RIM_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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/SkinVertexDetail.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 _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Mods/Shaders/Definition/SkinVertexDetail.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f9c1080e758e7e34fb7f680ae135007a
|
||||
timeCreated: 1476307332
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,238 @@
|
||||
// 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"
|
||||
}
|
||||
@@ -0,0 +1,30 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cdfd689c0834c8e4d8999c344f3f269b
|
||||
timeCreated: 1457402672
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SpecTex: {instanceID: 0}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _ParallaxMap: {instanceID: 0}
|
||||
- _DetailMask: {instanceID: 0}
|
||||
- _DetailAlbedoMap: {instanceID: 0}
|
||||
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
|
||||
type: 3}
|
||||
- _DetailNormalMap: {instanceID: 0}
|
||||
- _TeamColorMaskMap: {instanceID: 0}
|
||||
- _DecalTex: {instanceID: 0}
|
||||
- _EmissionMap: {instanceID: 0}
|
||||
- _IncandescenceMap: {instanceID: 0}
|
||||
- _RimTex: {instanceID: 0}
|
||||
- _DissolveTex: {instanceID: 0}
|
||||
- _MainTex2: {instanceID: 0}
|
||||
- _MaterialMap2: {instanceID: 0}
|
||||
- _BumpMap2: {instanceID: 0}
|
||||
- _EmissionMap2: {instanceID: 0}
|
||||
- _IncandescenceMap2: {instanceID: 0}
|
||||
- _RimTex2: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,347 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy Mods/Weathered Blend" {
|
||||
Properties {
|
||||
// Global Settings
|
||||
_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
|
||||
_SrcBlend ("__src", Float) = 0
|
||||
_DstBlend ("__dst", Float) = 0
|
||||
_ZWrite ("__zw", Float) = 1
|
||||
[LM_TransparencyCutOff]
|
||||
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
|
||||
[Toggle(EFFECT_BUMP)]
|
||||
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_Layered2MatBumpMap,_Layered2MatBumpScale,_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
|
||||
|
||||
// Weathered Blend Textures
|
||||
_Layered2MatTextures ("'Weathered Blend Textures' {Section:-1}", Float) = 0
|
||||
_Layered2MatPackedMap ("'Det(R) AO(G) Curv(B) Mask(A)' {Visualize:{R,G,B,A}}", 2D) = "white" {}
|
||||
_Layered2MatPackedMapUV ("UV Set", Float) = 0
|
||||
_Layered2MatBumpMap ("'Normals' {Visualize:{NRM}, Parent:_Layered2MatPackedMap}", 2D) = "bump" {}
|
||||
_Layered2MatPackedFxMap ("'E Mask(R) Map(G) R Mask(B) Map(A)' {Visualize:{R,G,B,A}, Parent:_Layered2MatPackedMap}", 2D) = "white" {}
|
||||
|
||||
// Weathered Blend
|
||||
_Layered2MatProperties ("'Weathered Blend' {Section:-1}", Float) = 0
|
||||
_Layered2MatOxidation ("'Oxidation' {Min:0, Max:1}", Float) = 1
|
||||
_Layered2MatDustTint ("'Dust Tint' {}", Color) = (1,1,1)
|
||||
_Layered2MatDustiness ("'Dustiness' {Min:0, Max:1}", Float) = 1
|
||||
_Layered2MatRougherness ("'Rougherness' {Min:0, Max:1}", Float) = 1
|
||||
_Layered2MatOcclusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_Layered2MatBumpScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Packed FX Emission Properties
|
||||
[Toggle(_EMISSION)]
|
||||
_Emission ("'Packed FX Emission' {Feature:{Color:10}}", Float) = 0
|
||||
[LM_Emission]
|
||||
[HDR]
|
||||
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
|
||||
_IncandescenceMap_ST ("'Texcoords' {Vector:TexCoord}", Vector) = (1,1,0,0)
|
||||
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_IncandescenceMapUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
|
||||
// Packed FX Rim Properties
|
||||
[Toggle(_RIM_ON)]
|
||||
_Rim ("'Packed FX Rim' {Feature:{Color:11}}", Float) = 0
|
||||
[HDR]
|
||||
_RimColor ("'Tint' {}", Color) = (1,1,1)
|
||||
_RimTex_ST ("'Texcoords' {Vector:TexCoord}", Vector) = (1,1,0,0)
|
||||
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_RimTexUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
[Gamma]
|
||||
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
|
||||
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// Parallax
|
||||
[Toggle(_PARALLAXMAP)]
|
||||
_ParallaxT ("'Parallax' {Feature:{Color:5}}", Float) = 0
|
||||
[Toggle(_BUMPMODE_POM)]
|
||||
_BumpMode ("'Mode' {Dropdown:{Parallax:{_MinSamples, _MaxSamples}, POM:{}}}", Float) = 0
|
||||
_ParallaxMap ("'Heightmap(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "black" {}
|
||||
_Parallax ("'Height' {Min:0, Max:0.08}", Float) = 0.02
|
||||
_MinSamples ("'Min Samples' {Min:1}", Float) = 4
|
||||
_MaxSamples ("'Max Samples' {Min:1}", Float) = 20
|
||||
|
||||
// Detail
|
||||
[Toggle(_DETAIL_MULX2)]
|
||||
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
|
||||
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_DetailAlbedoMapUV ("UV Set", Float) = 0
|
||||
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
|
||||
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Decal
|
||||
[Toggle(_DECAL_ON)]
|
||||
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
|
||||
[Enum(All, 0, Mat1, 1, Mat2, 2)]
|
||||
_DecalMode ("'Mode' {Dropdown:{All:{}, Mat1:{}, Mat2:{}}}", Float) = 0
|
||||
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
|
||||
_DecalTexUV ("UV Set", Float) = 0
|
||||
_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Wetness
|
||||
[Toggle(_WETNESS_ON)]
|
||||
_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
|
||||
[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
|
||||
_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
|
||||
_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
|
||||
_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_WetMaskUV ("UV Set", Float) = 0
|
||||
_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
_WetTint ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
|
||||
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_WetNormalMapUV ("UV Set", Float) = 0
|
||||
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
|
||||
_WetNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// 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
|
||||
|
||||
// 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 {
|
||||
"RenderType" = "Opaque"
|
||||
"PerformanceChecks" = "False"
|
||||
//"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
ZWrite [_ZWrite]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _RIM_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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/WeatheredBlend.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend [_SrcBlend] One
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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/WeatheredBlend.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 _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Mods/Shaders/Definition/WeatheredBlend.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "DEFERRED"
|
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Tags { "LightMode" = "Deferred" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _RIM_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#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/WeatheredBlend.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 shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Mods/Shaders/Definition/WeatheredBlend.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
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// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
/// @file CarPaintFastClearCoat.cginc
|
||||
/// @brief Car Paint surface shader definition.
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef ALLOY_MODS_SHADERS_DEFINITION_CAR_PAINT_FAST_CLEARCOAT_CGINC
|
||||
#define ALLOY_MODS_SHADERS_DEFINITION_CAR_PAINT_FAST_CLEARCOAT_CGINC
|
||||
|
||||
#define A_METALLIC_ON
|
||||
#define A_CLEARCOAT_ON
|
||||
#define A_MAIN_TEXTURES_ON
|
||||
#define A_CAR_PAINT_ON
|
||||
|
||||
#ifndef A_NORMAL_WORLD_ON
|
||||
#define A_NORMAL_WORLD_ON
|
||||
#endif
|
||||
|
||||
#ifndef A_VIEW_DIR_WORLD_ON
|
||||
#define A_VIEW_DIR_WORLD_ON
|
||||
#endif
|
||||
|
||||
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
|
||||
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
|
||||
|
||||
/// Clear Coat weight.
|
||||
/// Expects values in the range [0,1].
|
||||
half _CarPaintClearCoatWeight;
|
||||
|
||||
/// Clear Coat roughness.
|
||||
/// Expects values in the range [0,1].
|
||||
half _CarPaintClearCoatRoughness;
|
||||
|
||||
void aSurfaceShader(
|
||||
inout ASurface s)
|
||||
{
|
||||
aParallax(s);
|
||||
aDissolve(s);
|
||||
aMainTextures(s);
|
||||
aDetail(s);
|
||||
aTeamColor(s);
|
||||
|
||||
s.mask = s.opacity;
|
||||
|
||||
// Multi-layer car paint.
|
||||
// cf http://www.elliottpacel.co.uk/blog/pbr-practice
|
||||
// cf http://blenderartists.org/forum/showthread.php?250127-Car-Paint-Materials-Iridescent-Layers-Carbon-Fiber-Leather&p=2083499&viewfull=1#post2083499
|
||||
|
||||
// Two-Tone Paint
|
||||
half secondaryColorFalloff = 1.0h - pow(s.NdotV, 0.1 + 9.9h * _CarSecondaryColorFalloff);
|
||||
half secondaryColorWeight = _CarSecondaryColorWeight * secondaryColorFalloff;
|
||||
half3 paintColor = lerp(_CarPrimaryColor, _CarSecondaryColor, secondaryColorWeight);
|
||||
|
||||
s.baseColor *= aLerpWhiteTo(paintColor, s.mask);
|
||||
|
||||
// Metal Flakes
|
||||
// NOTE: Metal brightness will overpower clearcoat, hiding roughness difference.
|
||||
float2 flakeUv = A_TEX_TRANSFORM_UV(s, _CarFlakeMap);
|
||||
half4 flakes = _CarFlakeColor * tex2D(_CarFlakeMap, flakeUv);
|
||||
half flakeMask = pow(flakes.a, _CarFlakeMapFalloff);
|
||||
half flakeSpread = pow(s.NdotV, _CarFlakeSpread * -9.9h + 10.0h); //[10,0]
|
||||
half flakeWeight = s.mask * flakeMask * flakeSpread * _CarFlakeWeight;
|
||||
|
||||
s.baseColor = lerp(s.baseColor, flakes.rgb, flakeWeight);
|
||||
s.metallic = lerp(s.metallic, 1.0h, flakeWeight);
|
||||
s.roughness = lerp(s.roughness, 1.0h, flakeWeight * _CarFlakeHighlightSpread);
|
||||
|
||||
s.clearCoat = s.mask * _CarPaintClearCoatWeight;
|
||||
s.clearCoatRoughness = _CarPaintClearCoatRoughness;
|
||||
|
||||
s.mask = 1.0h;
|
||||
aAo2(s);
|
||||
aDecal(s);
|
||||
aWetness(s);
|
||||
aEmission(s);
|
||||
aRim(s);
|
||||
}
|
||||
|
||||
#endif // ALLOY_MODS_SHADERS_DEFINITION_CAR_PAINT_FAST_CLEARCOAT_CGINC
|
||||
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|
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fileFormatVersion: 2
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guid: 910b1e25f2acf2e428595ac48716fb57
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timeCreated: 1467590645
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licenseType: Pro
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|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
/// @file CarPaint.cginc
|
||||
/// @brief Car Paint surface shader definition.
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef ALLOY_MODS_SHADERS_DEFINITION_CAR_PAINT_CGINC
|
||||
#define ALLOY_MODS_SHADERS_DEFINITION_CAR_PAINT_CGINC
|
||||
|
||||
#define _ALPHABLEND_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
|
||||
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
|
||||
|
||||
half4 _ClearCoatColor;
|
||||
half _ClearCoatRoughness;
|
||||
|
||||
void aSurfaceShader(
|
||||
inout ASurface s)
|
||||
{
|
||||
aParallax(s);
|
||||
aDissolve(s);
|
||||
|
||||
// Clear coat should only appear over car paint mask.
|
||||
half4 base = _Color * aSampleBase(s);
|
||||
s.opacity = base.a * _ClearCoatColor.a;
|
||||
s.baseColor = _ClearCoatColor.rgb;
|
||||
s.roughness = _ClearCoatRoughness;
|
||||
s.specularity = 0.5h;
|
||||
}
|
||||
|
||||
#endif // ALLOY_MODS_SHADERS_DEFINITION_CAR_PAINT_CGINC
|
||||
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fileFormatVersion: 2
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guid: 96dbfa1e0991a4e42922c3df87494ba7
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timeCreated: 1448116598
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licenseType: Pro
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|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
/// @file Unlit.cginc
|
||||
/// @brief Unlit surface shader definition.
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef ALLOY_MODS_SHADERS_DEFINITION_UNLIT_CGINC
|
||||
#define ALLOY_MODS_SHADERS_DEFINITION_UNLIT_CGINC
|
||||
|
||||
#define A_POSITION_WORLD_ON
|
||||
#define A_NORMAL_WORLD_ON
|
||||
#define A_EMISSIVE_COLOR_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Lighting/Unlit.cginc"
|
||||
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
|
||||
|
||||
half _CurvatureScale;
|
||||
|
||||
void aSurfaceShader(
|
||||
inout ASurface s)
|
||||
{
|
||||
// Otherwise stick with ddx or dFdx, which can be replaced with fwidth.
|
||||
float deltaWorldNormal = length(fwidth(s.normalWorld));
|
||||
float deltaWorldPosition = length(fwidth(s.positionWorld));
|
||||
|
||||
s.emissiveColor = ((deltaWorldNormal / deltaWorldPosition) * _CurvatureScale).rrr;
|
||||
}
|
||||
|
||||
#endif // ALLOY_MODS_SHADERS_DEFINITION_UNLIT_CGINC
|
||||
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fileFormatVersion: 2
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guid: ebbe8b74502696940a26a58cc829eccc
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timeCreated: 1431312196
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licenseType: Pro
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|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
/// @file DeferredDecal.cginc
|
||||
/// @brief Deferred Decal surface shader definition.
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef ALLOY_MODS_SHADERS_DEFINITION_DECAL_CGINC
|
||||
#define ALLOY_MODS_SHADERS_DEFINITION_DECAL_CGINC
|
||||
|
||||
#define A_METALLIC_ON
|
||||
#define A_AMBIENT_OCCLUSION_ON
|
||||
|
||||
#define A_SURFACE_CUSTOM_FIELDS \
|
||||
half decalMask2;
|
||||
|
||||
#include "Assets/Alloy/Shaders/Framework/Type.cginc"
|
||||
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
|
||||
|
||||
half3 _GlowColor;
|
||||
half _RoughnessMin;
|
||||
half _RoughnessMax;
|
||||
half _AoAsCavity;
|
||||
|
||||
half _BaseColorWeight;
|
||||
half _NormalsWeight;
|
||||
|
||||
void aVertexShader(
|
||||
inout AVertex v)
|
||||
{
|
||||
aStandardVertexShader(v);
|
||||
}
|
||||
|
||||
void aColorShader(
|
||||
inout half4 color,
|
||||
ASurface s)
|
||||
{
|
||||
aStandardColorShader(v);
|
||||
}
|
||||
|
||||
void aGbufferShader(
|
||||
inout AGbuffer gb,
|
||||
ASurface s)
|
||||
{
|
||||
#ifdef A_DECAL_ALPHA_FIRSTPASS_SHADER
|
||||
gb.diffuseOcclusion.a = s.decalMask2;
|
||||
gb.specularSmoothness.a = s.opacity;
|
||||
gb.normalType.a = s.opacity;
|
||||
gb.emissionSubsurface.a = s.decalMask2;
|
||||
|
||||
#ifdef A_SHADOW_MASKS_BUFFER_ON
|
||||
gb.shadowMasks.a = s.opacity;
|
||||
#endif
|
||||
#else
|
||||
gb.diffuseOcclusion.a *= s.decalMask2;
|
||||
gb.specularSmoothness.a *= s.opacity;
|
||||
gb.normalType.a *= s.opacity;
|
||||
gb.emissionSubsurface.a *= s.decalMask2; // TODO: Apply AO to emission for outside areas' ambient.
|
||||
|
||||
#ifdef A_SHADOW_MASKS_BUFFER_ON
|
||||
gb.shadowMasks.a *= s.opacity;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
void aSurfaceShader(
|
||||
inout ASurface s)
|
||||
{
|
||||
s.baseUv = A_BV(s, A_TEX_TRANSFORM_UV_SCROLL(s, _SpecTex));
|
||||
s.baseTiling = _SpecTex_ST.xy;
|
||||
aParallax(s);
|
||||
|
||||
s.baseColor = _Color.rgb * aBaseVertexColorTint(s);
|
||||
|
||||
half4 material = aSampleMaterial(s);
|
||||
|
||||
s.opacity = _Color.a * material.A_SPECULARITY_CHANNEL;
|
||||
//s.emissiveColor = _GlowColor * material.A_METALLIC_CHANNEL;
|
||||
s.decalMask2 = material.A_METALLIC_CHANNEL;
|
||||
|
||||
s.metallic = _Metal;
|
||||
s.ambientOcclusion = aLerpOneTo(material.A_AO_CHANNEL, _Occlusion);
|
||||
s.specularity = _Specularity;
|
||||
s.roughness = lerp(_RoughnessMin, _RoughnessMax, material.A_ROUGHNESS_CHANNEL);
|
||||
|
||||
s.baseColor *= aLerpOneTo(s.ambientOcclusion, _AoAsCavity);
|
||||
s.normalTangent = A_NT(s, aSampleBump(s));
|
||||
}
|
||||
|
||||
#endif // ALLOY_MODS_SHADERS_DEFINITION_DECAL_CGINC
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
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guid: 2c3e9b58eadb3cc48af3a218a28bd251
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timeCreated: 1448636753
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licenseType: Pro
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,49 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
/// @file IntersectionGlow.cginc
|
||||
/// @brief IntersectionGlow shader definition.
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef ALLOY_MODS_SHADERS_DEFINITION_INTERSECTION_GLOW_CGINC
|
||||
#define ALLOY_MODS_SHADERS_DEFINITION_INTERSECTION_GLOW_CGINC
|
||||
|
||||
#define _ALPHAPREMULTIPLY_ON
|
||||
#define A_VIEW_DEPTH_ON
|
||||
#define A_SCREEN_UV_ON
|
||||
#define A_AMBIENT_OCCLUSION_ON
|
||||
#define A_EMISSIVE_COLOR_ON
|
||||
#define A_MAIN_TEXTURES_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
|
||||
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
|
||||
|
||||
sampler2D_float _CameraDepthTexture;
|
||||
|
||||
half3 _ScanLineColor;
|
||||
half _ScanLineWeight;
|
||||
half _ScanLineWidth;
|
||||
|
||||
void aSurfaceShader(
|
||||
inout ASurface s)
|
||||
{
|
||||
#ifdef _INTERSECTION_GLOW_BACKFACE
|
||||
s.baseColor = 0.0h;
|
||||
s.opacity = 0.0h;
|
||||
s.ambientOcclusion = 0.0h;
|
||||
#else
|
||||
aMainTextures(s);
|
||||
aRim(s);
|
||||
aEmission(s);
|
||||
#endif
|
||||
|
||||
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, s.screenUv));
|
||||
float fade = saturate(sceneZ - s.viewDepth);
|
||||
half scan = step(1.0h - _ScanLineWidth, 1.0h - fade);
|
||||
|
||||
s.emissiveColor = lerp(s.emissiveColor, _ScanLineColor * _ScanLineWeight, scan);
|
||||
}
|
||||
|
||||
#endif // ALLOY_MODS_SHADERS_DEFINITION_INTERSECTION_GLOW_CGINC
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 90ddd208522210e4a8a8142de07104d1
|
||||
timeCreated: 1445983680
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
@@ -0,0 +1,56 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
/// @file Core.cginc
|
||||
/// @brief Core & Glass surface shader definition.
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef ALLOY_MODS_SHADERS_DEFINITION_CORE_CGINC
|
||||
#define ALLOY_MODS_SHADERS_DEFINITION_CORE_CGINC
|
||||
|
||||
#define A_MAIN_TEXTURES_ON
|
||||
#define A_DETAIL_MASK_OFF
|
||||
#define A_EMISSION_MASK_MAP_OFF
|
||||
|
||||
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
|
||||
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
|
||||
|
||||
sampler2D _MasksMap;
|
||||
half4 _DetailMasks;
|
||||
half4 _EmissionMasks;
|
||||
half4 _RimMasks;
|
||||
|
||||
void aSurfaceShader(
|
||||
inout ASurface s)
|
||||
{
|
||||
aParallax(s);
|
||||
aDissolve(s);
|
||||
aMainTextures(s);
|
||||
|
||||
#if defined(A_DETAIL_ON) || defined(A_EMISSION_ON) || defined(A_RIM_ON)
|
||||
half4 masks = tex2D(_MasksMap, s.baseUv);
|
||||
#endif
|
||||
#ifdef A_DETAIL_ON
|
||||
s.mask = aDotClamp(_DetailMasks, masks);
|
||||
aDetail(s);
|
||||
s.mask = 1.0h;
|
||||
#endif
|
||||
|
||||
aTeamColor(s);
|
||||
aAo2(s);
|
||||
aDecal(s);
|
||||
aWetness(s);
|
||||
|
||||
#ifdef A_EMISSION_ON
|
||||
s.mask = aGammaToLinear(aDotClamp(_EmissionMasks, masks));
|
||||
aEmission(s);
|
||||
#endif
|
||||
#ifdef A_RIM_ON
|
||||
s.mask = aGammaToLinear(aDotClamp(_RimMasks, masks));
|
||||
aRim(s);
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif // ALLOY_MODS_SHADERS_DEFINITION_CORE_CGINC
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9b8f57f51f9d4af42aac423cd316e40a
|
||||
timeCreated: 1447985958
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,51 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
/// @file MeshParticleCore.cginc
|
||||
/// @brief Shader designed for emissive mesh particles.
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef ALLOY_MODS_SHADERS_DEFINITION_MESHPARTICLECORE_CGINC
|
||||
#define ALLOY_MODS_SHADERS_DEFINITION_MESHPARTICLECORE_CGINC
|
||||
|
||||
#ifndef A_VERTEX_COLOR_IS_DATA
|
||||
#define A_VERTEX_COLOR_IS_DATA
|
||||
#endif
|
||||
|
||||
#define A_METALLIC_ON
|
||||
#define A_EMISSIVE_COLOR_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
|
||||
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
|
||||
|
||||
sampler2D _BaseColorRamp;
|
||||
sampler2D _EmissionColorRamp;
|
||||
|
||||
// Assumes these are in linear space.
|
||||
half _EmissionMin;
|
||||
half _EmissionMax;
|
||||
|
||||
void aSurfaceShader(
|
||||
inout ASurface s)
|
||||
{
|
||||
aDissolve(s);
|
||||
|
||||
half4 base = _Color;
|
||||
s.baseColor = base.rgb * tex2D(_BaseColorRamp, float2(s.vertexColor.r, 0.0f)).rgb;
|
||||
s.opacity = base.a;
|
||||
|
||||
aCutout(s);
|
||||
|
||||
s.metallic = _Metal;
|
||||
s.specularity = _Specularity;
|
||||
s.roughness = _Roughness;
|
||||
|
||||
half3 emissionColor = tex2D(_EmissionColorRamp, float2(s.vertexColor.g, 0.0f)).rgb;
|
||||
s.emissiveColor += emissionColor * lerp(_EmissionMin, _EmissionMax, s.vertexColor.a);
|
||||
|
||||
aRim(s);
|
||||
}
|
||||
|
||||
#endif // ALLOY_MODS_SHADERS_DEFINITION_MESHPARTICLECORE_CGINC
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d6e327e0f6664094991c834841a0d1b5
|
||||
timeCreated: 1453767149
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,85 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
/// @file SPCarPaint.cginc
|
||||
/// @brief SP Car Paint surface shader definition.
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef ALLOY_MODS_SHADERS_DEFINITION_SP_CAR_PAINT_CGINC
|
||||
#define ALLOY_MODS_SHADERS_DEFINITION_SP_CAR_PAINT_CGINC
|
||||
|
||||
#define A_CLEARCOAT_ON
|
||||
#define A_MAIN_TEXTURES_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
|
||||
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
|
||||
|
||||
/// The secondary paint tint color.
|
||||
/// Expects a linear LDR color.
|
||||
half3 _CarPaintSecondaryColor;
|
||||
|
||||
/// The tertiary paint tint color.
|
||||
/// Expects a linear LDR color.
|
||||
half3 _CarPaintTertiaryColor;
|
||||
|
||||
/// Clear Coat weight.
|
||||
/// Expects values in the range [0,1].
|
||||
half _CarPaintClearCoatWeight;
|
||||
|
||||
/// Clear Coat roughness.
|
||||
/// Expects values in the range [0,1].
|
||||
half _CarPaintClearCoatRoughness;
|
||||
|
||||
/// The metallic flake tint color.
|
||||
/// Expects a linear LDR color.
|
||||
half3 _CarPaintFlakeColor;
|
||||
|
||||
/// Flake normal map.
|
||||
/// Expects a compressed normal map.
|
||||
A_SAMPLER_2D(_CarPaintFlakeNormalMap);
|
||||
|
||||
/// Flake weight.
|
||||
/// Expects values in the range [0,1].
|
||||
half _CarPaintFlakeWeight;
|
||||
|
||||
void aSurfaceShader(
|
||||
inout ASurface s)
|
||||
{
|
||||
aParallax(s);
|
||||
aDissolve(s);
|
||||
aMainTextures(s);
|
||||
aDetail(s);
|
||||
aTeamColor(s);
|
||||
|
||||
s.mask = s.opacity;
|
||||
|
||||
// Two-tone car paint with metal flakes.
|
||||
// http://www.chrisoat.com/papers/Oat-Tatarchuk-Isidoro-Layered_Car_Paint_Shader_Print.pdf
|
||||
float2 flakeUv = A_TEX_TRANSFORM_UV(s, _CarPaintFlakeNormalMap);
|
||||
half3 flakeNormalTangent = UnpackScaleNormal(tex2D(_CarPaintFlakeNormalMap, flakeUv), 1.0h);
|
||||
half3 paintNpWorld = aTangentToWorld(s, 0.2h * flakeNormalTangent + s.normalTangent);
|
||||
half3 flakeNpWorld = aTangentToWorld(s, _CarPaintFlakeWeight * flakeNormalTangent + s.normalTangent);
|
||||
half fresnel1 = aDotClamp(paintNpWorld, s.viewDirWorld);
|
||||
half fresnel2 = aDotClamp(flakeNpWorld, s.viewDirWorld);
|
||||
half fresnel1Sq = fresnel1 * fresnel1;
|
||||
half3 paintColor = fresnel1 * s.baseColor +
|
||||
fresnel1Sq * _CarPaintSecondaryColor +
|
||||
fresnel1Sq * fresnel1Sq * _CarPaintTertiaryColor +
|
||||
pow(fresnel2, 16.0h) * _CarPaintFlakeColor;
|
||||
|
||||
// Clear Coat
|
||||
s.baseColor = lerp(s.baseColor, paintColor, s.mask);
|
||||
s.clearCoat = s.mask * _CarPaintClearCoatWeight;
|
||||
s.clearCoatRoughness = _CarPaintClearCoatRoughness;
|
||||
|
||||
s.mask = 1.0h;
|
||||
aAo2(s);
|
||||
aDecal(s);
|
||||
aWetness(s);
|
||||
aEmission(s);
|
||||
aRim(s);
|
||||
}
|
||||
|
||||
#endif // ALLOY_MODS_SHADERS_DEFINITION_SP_CAR_PAINT_CGINC
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 714d054b44b320c428841fc069b26933
|
||||
timeCreated: 1460926894
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,76 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
/// @file Skin.cginc
|
||||
/// @brief Skin surface shader definition.
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef ALLOY_MODS_SHADERS_DEFINITION_SKIN_CGINC
|
||||
#define ALLOY_MODS_SHADERS_DEFINITION_SKIN_CGINC
|
||||
|
||||
#ifndef A_VERTEX_COLOR_IS_DATA
|
||||
#define A_VERTEX_COLOR_IS_DATA
|
||||
#endif
|
||||
|
||||
#define A_NORMAL_MAPPING_ON
|
||||
#define A_SKIN_TEXTURES_ON
|
||||
#define A_DETAIL_MASK_VERTEX_COLOR_ALPHA_ON
|
||||
#define A_DETAIL_COLOR_MAP_OFF
|
||||
|
||||
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
|
||||
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
|
||||
|
||||
// Red Detail.
|
||||
half _RedDetailMaskStrength;
|
||||
A_SAMPLER_2D(_RedDetailNormalMap);
|
||||
half _RedDetailWeight;
|
||||
half _RedDetailNormalMapScale;
|
||||
|
||||
// Green Detail.
|
||||
half _GreenDetailMaskStrength;
|
||||
A_SAMPLER_2D(_GreenDetailNormalMap);
|
||||
half _GreenDetailWeight;
|
||||
half _GreenDetailNormalMapScale;
|
||||
|
||||
// Blue Detail.
|
||||
half _BlueDetailMaskStrength;
|
||||
A_SAMPLER_2D(_BlueDetailNormalMap);
|
||||
half _BlueDetailWeight;
|
||||
half _BlueDetailNormalMapScale;
|
||||
|
||||
void aSurfaceShader(
|
||||
inout ASurface s)
|
||||
{
|
||||
aParallax(s);
|
||||
aDissolve(s);
|
||||
aSkinTextures(s);
|
||||
|
||||
// Red Detail.
|
||||
half mask = _RedDetailWeight * aLerpOneTo(s.vertexColor.r, _RedDetailMaskStrength);
|
||||
float2 detailUv = A_TEX_TRANSFORM_UV_SCROLL(s, _RedDetailNormalMap);
|
||||
half3 detailNormalTangent = UnpackScaleNormal(tex2D(_RedDetailNormalMap, detailUv), mask * _RedDetailNormalMapScale);
|
||||
s.normalTangent = A_NT(s, BlendNormals(s.normalTangent, detailNormalTangent));
|
||||
|
||||
// Green Detail.
|
||||
mask = _GreenDetailWeight * aLerpOneTo(s.vertexColor.g, _GreenDetailMaskStrength);
|
||||
detailUv = A_TEX_TRANSFORM_UV_SCROLL(s, _GreenDetailNormalMap);
|
||||
detailNormalTangent = UnpackScaleNormal(tex2D(_GreenDetailNormalMap, detailUv), mask * _GreenDetailNormalMapScale);
|
||||
s.normalTangent = A_NT(s, BlendNormals(s.normalTangent, detailNormalTangent));
|
||||
|
||||
// Blue Detail.
|
||||
mask = _BlueDetailWeight * aLerpOneTo(s.vertexColor.b, _BlueDetailMaskStrength);
|
||||
detailUv = A_TEX_TRANSFORM_UV_SCROLL(s, _BlueDetailNormalMap);
|
||||
detailNormalTangent = UnpackScaleNormal(tex2D(_BlueDetailNormalMap, detailUv), mask * _BlueDetailNormalMapScale);
|
||||
s.normalTangent = A_NT(s, BlendNormals(s.normalTangent, detailNormalTangent));
|
||||
|
||||
aDetail(s);
|
||||
aTeamColor(s);
|
||||
aDecal(s);
|
||||
aWetness(s);
|
||||
aRim(s);
|
||||
aEmission(s);
|
||||
}
|
||||
|
||||
#endif // ALLOY_MODS_SHADERS_DEFINITION_SKIN_CGINC
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8b769521a5e9c1f42a85b0ba36d66ae1
|
||||
timeCreated: 1476307263
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,31 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
/// @file TransitionLite.cginc
|
||||
/// @brief Transition Lite shader definition.
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef ALLOY_MODS_SHADERS_DEFINITION_TRANSITION_LITE_CGINC
|
||||
#define ALLOY_MODS_SHADERS_DEFINITION_TRANSITION_LITE_CGINC
|
||||
|
||||
#define A_DISSOLVE_GLOW_OFF
|
||||
#define A_MAIN_TEXTURES_ON
|
||||
#define A_TRANSITION_BLEND_ON
|
||||
#define A_TRANSITION_BLEND_GLOW_OFF
|
||||
#define A_SECONDARY_TEXTURES_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
|
||||
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
|
||||
|
||||
void aSurfaceShader(
|
||||
inout ASurface s)
|
||||
{
|
||||
aDissolve(s);
|
||||
aMainTextures(s);
|
||||
aTransitionBlend(s);
|
||||
aSecondaryTextures(s);
|
||||
}
|
||||
|
||||
#endif // ALLOY_MODS_SHADERS_DEFINITION_TRANSITION_LITE_CGINC
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cb517d364100f4c4e91c0e8cbbd68719
|
||||
timeCreated: 1457402665
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,84 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
/// @file WeatheredBlend.cginc
|
||||
/// @brief Weathered Blend shader definition.
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef ALLOY_MODS_SHADERS_DEFINITION_WEATHERED_BLEND_CGINC
|
||||
#define ALLOY_MODS_SHADERS_DEFINITION_WEATHERED_BLEND_CGINC
|
||||
|
||||
#define A_METALLIC_ON
|
||||
#define A_AMBIENT_OCCLUSION_ON
|
||||
#define A_MAIN_TEXTURES_ON
|
||||
#define A_MAIN_TEXTURES_CUTOUT_OFF
|
||||
#define A_EMISSION_MASK_MAP_OFF
|
||||
#define A_EMISSION_EFFECTS_MAP_OFF
|
||||
#define A_RIM_EFFECTS_MAP_OFF
|
||||
#define A_SECONDARY_TEXTURES_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
|
||||
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
|
||||
|
||||
A_SAMPLER_2D(_Layered2MatPackedMap);
|
||||
sampler2D _Layered2MatBumpMap;
|
||||
sampler2D _Layered2MatPackedFxMap;
|
||||
half _Layered2MatOxidation;
|
||||
half3 _Layered2MatDustTint;
|
||||
half _Layered2MatDustiness;
|
||||
half _Layered2MatRougherness;
|
||||
half _Layered2MatOcclusion;
|
||||
half _Layered2MatBumpScale;
|
||||
|
||||
float _DecalMode;
|
||||
|
||||
void aSurfaceShader(
|
||||
inout ASurface s)
|
||||
{
|
||||
s.baseUv = A_BV(s, A_TEX_TRANSFORM_UV(s, _Layered2MatPackedMap));
|
||||
s.baseTiling = _Layered2MatPackedMap_ST.xy;
|
||||
aParallax(s);
|
||||
|
||||
half4 packedMap = tex2D(_Layered2MatPackedMap, s.baseUv);
|
||||
half3 normals = UnpackScaleNormal(tex2D(_Layered2MatBumpMap, s.baseUv), _Layered2MatBumpScale);
|
||||
half4 packedFx = tex2D(_Layered2MatPackedFxMap, s.baseUv);
|
||||
|
||||
s.baseUv = A_BV(s, A_TEX_TRANSFORM_UV_SCROLL(s, _MainTex));
|
||||
aMainTextures(s);
|
||||
|
||||
s.mask = 1.0h - packedMap.a;
|
||||
aSecondaryTextures(s);
|
||||
aCutout(s);
|
||||
|
||||
s.normalTangent = A_NT(s, BlendNormals(s.normalTangent, normals));
|
||||
s.ambientOcclusion *= aOcclusionStrength(packedMap.g, _Layered2MatOcclusion);
|
||||
s.mask = packedMap.r;
|
||||
aDetail(s);
|
||||
|
||||
s.mask = _DecalMode < 0.5f ? 1.0h : (_DecalMode < 1.5f ? packedMap.a : 1.0h - packedMap.a);
|
||||
aDecal(s);
|
||||
|
||||
s.mask = 1.0h;
|
||||
aWetness(s);
|
||||
|
||||
half curvature = packedMap.b;
|
||||
s.baseColor *= lerp(_Layered2MatDustTint, A_WHITE, curvature);
|
||||
s.specularity = lerp(s.specularity * (1.0h - _Layered2MatDustiness), s.specularity, curvature);
|
||||
s.metallic = lerp(s.metallic * (1.0h - _Layered2MatOxidation), s.metallic, curvature);
|
||||
s.roughness = lerp(lerp(s.roughness, 1.0h, _Layered2MatRougherness), s.roughness, curvature);
|
||||
|
||||
#ifdef A_EMISSION_ON
|
||||
float2 incandescenceUv = A_TEX_TRANSFORM_UV_SCROLL(s, _IncandescenceMap);
|
||||
s.mask = aGammaToLinear(packedFx.r * tex2D(_Layered2MatPackedFxMap, incandescenceUv).g);
|
||||
aEmission(s);
|
||||
#endif
|
||||
#ifdef A_RIM_ON
|
||||
float2 rimUv = A_TEX_TRANSFORM_UV_SCROLL(s, _RimTex);
|
||||
s.mask = aGammaToLinear(packedFx.b * tex2D(_Layered2MatPackedFxMap, rimUv).a);
|
||||
aRim(s);
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif // ALLOY_MODS_SHADERS_DEFINITION_WEATHERED_BLEND_CGINC
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1cb3b1cc14873fb47a214688e355bd37
|
||||
timeCreated: 1429547227
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user