Initial commit

This commit is contained in:
msk
2022-01-22 20:13:49 -08:00
parent f9d23e5bcf
commit 687473573d
878 changed files with 70957 additions and 0 deletions
@@ -0,0 +1,374 @@
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
Shader "Alloy Mods/Car Paint Fast 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
_CarPaintClearCoatWeight ("'Clear Coat' {Min:0, Max:1}", Float) = 1
_CarPaintClearCoatRoughness ("'Clear Coat Roughness' {Min:0, Max:1}", Float) = 0.01
// 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
// 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/CarPaintFastClearCoat.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/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 @@
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// 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
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@@ -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"
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"
}
@@ -0,0 +1,30 @@
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