mirror of
https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
synced 2026-06-02 20:24:26 -07:00
Initial commit
This commit is contained in:
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@@ -0,0 +1,6 @@
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DefaultImporter:
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assetBundleName:
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@@ -0,0 +1,363 @@
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// Alloy Physical Shader Framework
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// Copyright 2013-2017 RUST LLC.
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// http://www.alloy.rustltd.com/
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|
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Shader "Alloy/Core" {
|
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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)]
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||||
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_SpecTex,_Occlusion}}}", Float) = 0
|
||||
|
||||
// Main Textures
|
||||
_MainTextures ("'Main Textures' {Section:{Color:0}}", Float) = 0
|
||||
[LM_Albedo] [LM_Transparency]
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||||
_Color ("'Tint' {}", Color) = (1,1,1,1)
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||||
[LM_MasterTilingOffset] [LM_Albedo]
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||||
_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
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||||
_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)]
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||||
_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
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||||
_MaxSamples ("'Max Samples' {Min:1}", Float) = 20
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||||
|
||||
// AO2
|
||||
[Toggle(_AO2_ON)]
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||||
_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 +1,21 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 12c5a1911ed698d45920f1c6fa4d6d57
|
||||
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}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,362 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Prototyping" {
|
||||
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
|
||||
|
||||
// Prototyping Textures
|
||||
_MainTextures ("'Prototyping 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]
|
||||
_MetallicMap ("'Metallic(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
|
||||
_AoMap ("'Ambient Occlusion(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
|
||||
_SpecularityMap ("'Specularity(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
|
||||
_RoughnessMap ("'Roughness(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
|
||||
[LM_NormalMap]
|
||||
_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
|
||||
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Prototyping Properties
|
||||
_MainPhysicalProperties ("'Prototyping 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
|
||||
|
||||
// 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
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
#define A_EXPANDED_MATERIAL_MAPS
|
||||
ENDCG
|
||||
|
||||
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/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 _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 _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 _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 _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 +1,21 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8bd11d9f3ca02ab4f9f7173d9fcb9b6f
|
||||
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}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 818063c431a7c4d4c851d32cb1d1359c
|
||||
folderAsset: yes
|
||||
timeCreated: 1448716765
|
||||
licenseType: Pro
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,207 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Decal/Additive" {
|
||||
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
|
||||
[HDR][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_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
|
||||
_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
|
||||
|
||||
// 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
|
||||
|
||||
// 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
|
||||
|
||||
// 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 "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend One One
|
||||
ZWrite Off
|
||||
Cull Back
|
||||
|
||||
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 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/Shaders/Definition/DecalAdditive.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "DEFERRED"
|
||||
Tags { "LightMode" = "Deferred" }
|
||||
|
||||
Blend One One
|
||||
ZWrite Off
|
||||
Cull Back
|
||||
|
||||
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 multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile ___ UNITY_HDR_ON
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_DEFERRED
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/DecalAdditive.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack Off
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 12ac512bf7048ea4099a756618be6798
|
||||
timeCreated: 1449626937
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,346 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Decal/Alpha" {
|
||||
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
|
||||
|
||||
// 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
|
||||
_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 "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
Cull Back
|
||||
|
||||
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 _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
|
||||
#define _ALPHABLEND_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/DecalAlpha.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend SrcAlpha One
|
||||
ZWrite Off
|
||||
Cull Back
|
||||
|
||||
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 _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
|
||||
#define _ALPHABLEND_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/DecalAlpha.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "DEFERRED"
|
||||
Tags { "LightMode" = "Deferred" }
|
||||
|
||||
// Only overwrite G-Buffer RGB, but weight whole G-Buffer.
|
||||
Blend SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
Cull Back
|
||||
|
||||
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 _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
|
||||
#define A_DECAL_ALPHA_FIRSTPASS_SHADER
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/DecalAlpha.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
|
||||
ZWrite Off
|
||||
Cull Back
|
||||
|
||||
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 _AO2_ON
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _DECAL_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/DecalAlpha.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack Off
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c4bc202ce591528439c81f7d48e94e1e
|
||||
timeCreated: 1448683605
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,107 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Decal/Ambient" {
|
||||
Properties {
|
||||
// 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
|
||||
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// 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)
|
||||
|
||||
// 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 "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend DstColor Zero
|
||||
ZWrite Off
|
||||
Cull Back
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
|
||||
//#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/Shaders/Definition/DecalAmbient.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "DEFERRED"
|
||||
Tags { "LightMode" = "Deferred" }
|
||||
|
||||
Blend DstColor Zero
|
||||
ZWrite Off
|
||||
Cull Back
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt gles
|
||||
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
|
||||
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile ___ UNITY_HDR_ON
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_DEFERRED
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/DecalAmbient.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack Off
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 595265e6de48e09468f3bf08192dd121
|
||||
timeCreated: 1458169207
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,302 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Decal/Cutout" {
|
||||
Properties {
|
||||
[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
|
||||
|
||||
// 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
|
||||
|
||||
// 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
|
||||
_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 "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
ZWrite Off
|
||||
Cull Back
|
||||
|
||||
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 _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
|
||||
#define _ALPHATEST_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/DecalAlpha.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
ZWrite Off
|
||||
Cull Back
|
||||
|
||||
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 _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
|
||||
#define _ALPHATEST_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/DecalAlpha.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "DEFERRED"
|
||||
Tags { "LightMode" = "Deferred" }
|
||||
|
||||
ZWrite Off
|
||||
Cull Back
|
||||
|
||||
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 _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
|
||||
#define _ALPHATEST_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/DecalAlpha.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack Off
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9ea50c0a5c0e147498db83e4ce446f40
|
||||
timeCreated: 1449193828
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,107 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Decal/Multiplicative" {
|
||||
Properties {
|
||||
// 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
|
||||
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// 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)
|
||||
|
||||
// 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 "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend DstColor Zero
|
||||
ZWrite Off
|
||||
Cull Back
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
|
||||
//#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/Shaders/Definition/DecalMultiplicative.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "DEFERRED"
|
||||
Tags { "LightMode" = "Deferred" }
|
||||
|
||||
Blend DstColor Zero
|
||||
ZWrite Off
|
||||
Cull Back
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt gles
|
||||
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
|
||||
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile ___ UNITY_HDR_ON
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_DEFERRED
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/DecalMultiplicative.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack Off
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3a9003da41c357c49b61bffffd4c8942
|
||||
timeCreated: 1448718456
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f9b30ea8b93c4144985b9dd9a6f49c22
|
||||
folderAsset: yes
|
||||
timeCreated: 1491187108
|
||||
licenseType: Pro
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,49 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Hidden/Alloy/Deferred Reflections" {
|
||||
Properties {
|
||||
_SrcBlend ("", Float) = 1
|
||||
_DstBlend ("", Float) = 1
|
||||
}
|
||||
SubShader {
|
||||
// Calculates reflection contribution from a single probe (rendered as cubes) or default reflection (rendered as full screen quad)
|
||||
Pass {
|
||||
ZWrite Off
|
||||
ZTest LEqual
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#include "Assets/Alloy/Shaders/Deferred/ReflectionProbe.cginc"
|
||||
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// Adds reflection buffer to the lighting buffer
|
||||
Pass
|
||||
{
|
||||
ZWrite Off
|
||||
ZTest Always
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#pragma multi_compile ___ UNITY_HDR_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Deferred/ReflectionAdd.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback Off
|
||||
}
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ce8a251dc626ff8489d8d3effba3d99f
|
||||
timeCreated: 1438395189
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,64 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Hidden/Alloy/Deferred Shading" {
|
||||
Properties {
|
||||
_LightTexture0 ("", any) = "" {}
|
||||
_LightTextureB0 ("", 2D) = "" {}
|
||||
_ShadowMapTexture ("", any) = "" {}
|
||||
_SrcBlend ("", Float) = 1
|
||||
_DstBlend ("", Float) = 1
|
||||
}
|
||||
SubShader {
|
||||
// Pass 1: Lighting pass
|
||||
// LDR case - Lighting encoded into a subtractive ARGB8 buffer
|
||||
// HDR case - Lighting additively blended into floating point buffer
|
||||
Pass {
|
||||
ZWrite Off
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt
|
||||
|
||||
#pragma multi_compile_lightpass
|
||||
#pragma multi_compile ___ UNITY_HDR_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#include "Assets/Alloy/Shaders/Deferred/Light.cginc"
|
||||
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// Pass 2: Final decode pass.
|
||||
// Used only with HDR off, to decode the logarithmic buffer into the main RT
|
||||
Pass {
|
||||
ZTest Always
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
Stencil {
|
||||
ref [_StencilNonBackground]
|
||||
readmask [_StencilNonBackground]
|
||||
// Normally just comp would be sufficient, but there's a bug and only front face stencil state is set (case 583207)
|
||||
compback equal
|
||||
compfront equal
|
||||
}
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#include "Assets/Alloy/Shaders/Deferred/Decode.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback Off
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f0f89d068d8dd1f4ca16be0691ef0407
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,67 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Hidden/Alloy/Deferred Skin" {
|
||||
Properties {
|
||||
_LightTexture0 ("", any) = "" {}
|
||||
_LightTextureB0 ("", 2D) = "" {}
|
||||
_ShadowMapTexture ("", any) = "" {}
|
||||
_SrcBlend ("", Float) = 1
|
||||
_DstBlend ("", Float) = 1
|
||||
}
|
||||
SubShader {
|
||||
// Pass 1: Lighting pass
|
||||
// LDR case - Lighting encoded into a subtractive ARGB8 buffer
|
||||
// HDR case - Lighting additively blended into floating point buffer
|
||||
Pass {
|
||||
ZWrite Off
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt
|
||||
|
||||
#pragma multi_compile_lightpass
|
||||
#pragma multi_compile ___ UNITY_HDR_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define A_SUBSURFACE_ON
|
||||
#define A_SCATTERING_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Deferred/Light.cginc"
|
||||
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// Pass 2: Final decode pass.
|
||||
// Used only with HDR off, to decode the logarithmic buffer into the main RT
|
||||
Pass {
|
||||
ZTest Always
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
Stencil {
|
||||
ref [_StencilNonBackground]
|
||||
readmask [_StencilNonBackground]
|
||||
// Normally just comp would be sufficient, but there's a bug and only front face stencil state is set (case 583207)
|
||||
compback equal
|
||||
compfront equal
|
||||
}
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#include "Assets/Alloy/Shaders/Deferred/Decode.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback Off
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 778e2b6e13c09be4e950a2c198a47f1c
|
||||
timeCreated: 1443913431
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _DeferredSkinLut: {fileID: 2800000, guid: d13510bb2be49aa40a66a0101efb6a36, type: 3}
|
||||
- _LightTexture0: {instanceID: 0}
|
||||
- _LightTextureB0: {instanceID: 0}
|
||||
- _ShadowMapTexture: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,66 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Hidden/Alloy/Deferred Transmission" {
|
||||
Properties {
|
||||
_LightTexture0 ("", any) = "" {}
|
||||
_LightTextureB0 ("", 2D) = "" {}
|
||||
_ShadowMapTexture ("", any) = "" {}
|
||||
_SrcBlend ("", Float) = 1
|
||||
_DstBlend ("", Float) = 1
|
||||
}
|
||||
SubShader {
|
||||
// Pass 1: Lighting pass
|
||||
// LDR case - Lighting encoded into a subtractive ARGB8 buffer
|
||||
// HDR case - Lighting additively blended into floating point buffer
|
||||
Pass {
|
||||
ZWrite Off
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt
|
||||
|
||||
#pragma multi_compile_lightpass
|
||||
#pragma multi_compile ___ UNITY_HDR_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define A_SUBSURFACE_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Deferred/Light.cginc"
|
||||
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// Pass 2: Final decode pass.
|
||||
// Used only with HDR off, to decode the logarithmic buffer into the main RT
|
||||
Pass {
|
||||
ZTest Always
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
Stencil {
|
||||
ref [_StencilNonBackground]
|
||||
readmask [_StencilNonBackground]
|
||||
// Normally just comp would be sufficient, but there's a bug and only front face stencil state is set (case 583207)
|
||||
compback equal
|
||||
compfront equal
|
||||
}
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#include "Assets/Alloy/Shaders/Deferred/Decode.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback Off
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 423122318a7170d4fbaac265e27ad62c
|
||||
timeCreated: 1439521648
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,237 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Hidden/Alloy/Deferred Shading UBER" {
|
||||
Properties {
|
||||
_LightTexture0 ("", any) = "" {}
|
||||
_LightTextureB0 ("", 2D) = "" {}
|
||||
_ShadowMapTexture ("", any) = "" {}
|
||||
_SrcBlend ("", Float) = 1
|
||||
_DstBlend ("", Float) = 1
|
||||
}
|
||||
|
||||
// =================================== BEGIN UBER SUPPORT ===================================
|
||||
CGINCLUDE
|
||||
// UBER - Standard Shader Ultra integration
|
||||
// https://www.assetstore.unity3d.com/en/#!/content/39959
|
||||
|
||||
// when using both features check UBER_StandardConfig.cginc to configure Gbuffer channels
|
||||
// by default translucency is passed in diffuse (A) gbuffer and self-shadows are passed in normal (A) channel
|
||||
//
|
||||
// NOTE that you're not supposed to use Standard shader with occlusion data together with UBER translucency in deferred, because Standard Shader writes occlusion velue in GBUFFER0 alpha as the translucency does !
|
||||
//
|
||||
#define UBER_TRANSLUCENCY_DEFERRED
|
||||
#define UBER_POM_SELF_SHADOWS_DEFERRED
|
||||
//
|
||||
// comment this out when you'd like to have translucency in deferred not influenced by diffuse/base object color
|
||||
#define UBER_TRANSLUCENCY_DEFERRED_MULT_DIFFUSE
|
||||
//
|
||||
// define when you like to control translucency power per light (its color alpha channel)
|
||||
// note, that this can interfere with solutions that uses light color.a for different purpose (like Alloy)
|
||||
//#define UBER_TRANSLUCENCY_PER_LIGHT_ALPHA
|
||||
//
|
||||
// you can gently turn it up (like 0.3, 0.5) if you find front facing geometry overbrighten (esp. for point lights),
|
||||
// but suppresion can negate albedo for high translucency values (they can become badly black)
|
||||
#define TRANSLUCENCY_SUPPRESS_DIFFUSECOLOR 0.0
|
||||
|
||||
// change to 1 to get GGX specularity model in deferred
|
||||
#define UNITY_BRDF_GGX 1
|
||||
ENDCG
|
||||
// ==================================== END UBER SUPPORT ====================================
|
||||
|
||||
SubShader {
|
||||
// Pass 1: Lighting pass
|
||||
// LDR case - Lighting encoded into a subtractive ARGB8 buffer
|
||||
// HDR case - Lighting additively blended into floating point buffer
|
||||
Pass {
|
||||
ZWrite Off
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt
|
||||
|
||||
#pragma multi_compile_lightpass
|
||||
#pragma multi_compile ___ UNITY_HDR_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#include "Assets/Alloy/Shaders/Deferred/Light.cginc"
|
||||
#include "Assets/Alloy/Shaders/Framework/Lighting.cginc"
|
||||
|
||||
// =================================== BEGIN UBER SUPPORT ===================================
|
||||
|
||||
// UBER - POM self-shadowing (for one realtime light)
|
||||
#if defined(UBER_POM_SELF_SHADOWS_DEFERRED)
|
||||
float4 _WorldSpaceLightPosCustom;
|
||||
#endif
|
||||
|
||||
// UBER - Translucency, POM self-shadowing, wetness values encoded
|
||||
#if defined(UBER_POM_SELF_SHADOWS_DEFERRED) || defined(UBER_TRANSLUCENCY_DEFERRED)
|
||||
sampler2D _UBERPropsBuffer;
|
||||
#endif
|
||||
|
||||
// UBER - Translucency
|
||||
#if defined(UBER_TRANSLUCENCY_DEFERRED)
|
||||
sampler2D _UBERTranslucencySetup;
|
||||
struct TranslucencyParams {
|
||||
half3 _TranslucencyColor;
|
||||
half _TranslucencyStrength;
|
||||
half _TranslucencyConstant;
|
||||
half _TranslucencyNormalOffset;
|
||||
half _TranslucencyExponent;
|
||||
half _TranslucencyPointLightDirectionality;
|
||||
half _TranslucencySuppressRealtimeShadows;
|
||||
half _TranslucencyNDotL;
|
||||
};
|
||||
|
||||
inline half Translucency(half3 normalWorld, ADirect d, half3 eyeVec, TranslucencyParams translucencyParams) {
|
||||
#ifdef USING_DIRECTIONAL_LIGHT
|
||||
half tLitDot = saturate(dot((d.direction + normalWorld * translucencyParams._TranslucencyNormalOffset), eyeVec));
|
||||
#else
|
||||
float3 lightDirectional = normalize(_LightPos.xyz - _WorldSpaceCameraPos.xyz);
|
||||
half3 light_dir = normalize(lerp(d.direction, lightDirectional, translucencyParams._TranslucencyPointLightDirectionality));
|
||||
half tLitDot = saturate(dot((light_dir + normalWorld * translucencyParams._TranslucencyNormalOffset), eyeVec));
|
||||
#endif
|
||||
|
||||
tLitDot = exp2(-translucencyParams._TranslucencyExponent * (1 - tLitDot)) * translucencyParams._TranslucencyStrength;
|
||||
float NDotL = abs(dot(d.direction, normalWorld));
|
||||
tLitDot *= lerp(1, NDotL, translucencyParams._TranslucencyNDotL);
|
||||
|
||||
half translucencyAtten = (tLitDot + translucencyParams._TranslucencyConstant*(NDotL + 0.1));
|
||||
//#if defined(UBER_TRANSLUCENCY_PER_LIGHT_ALPHA)
|
||||
// translucencyAtten *= _LightColor.a;
|
||||
//#endif
|
||||
|
||||
return translucencyAtten;
|
||||
}
|
||||
#endif
|
||||
|
||||
void aPreLighting(
|
||||
inout ASurface s)
|
||||
{
|
||||
aStandardPreLighting(s);
|
||||
}
|
||||
|
||||
half3 aDirectLighting(
|
||||
ADirect d,
|
||||
ASurface s)
|
||||
{
|
||||
half3 color = 0.0h;
|
||||
|
||||
#if defined(UBER_POM_SELF_SHADOWS_DEFERRED) || defined(UBER_TRANSLUCENCY_DEFERRED)
|
||||
// buffer decoded from _CameraGBufferTexture3.a in command buffer
|
||||
half Wetness = 0;
|
||||
half SS = 1;
|
||||
half translucencySetupIndex = 0;
|
||||
half translucency_thickness = 0;
|
||||
float encoded = tex2D(_UBERPropsBuffer, s.screenUv).r;
|
||||
if (encoded < 0) {
|
||||
encoded = -encoded;
|
||||
|
||||
// wetness (not used currently so below line should get compiled out)
|
||||
encoded /= 8.0; // 3 bits
|
||||
Wetness = frac(encoded) * (8.0 / 7.0); // to 0..1 range
|
||||
encoded = floor(encoded);
|
||||
|
||||
// self shadowing
|
||||
encoded /= 4.0; // 2 bits
|
||||
SS = 1 - frac(encoded) * (4.0 / 3.0); // to 0..1 range
|
||||
encoded = floor(encoded);
|
||||
|
||||
// translucency color index
|
||||
encoded /= 4.0; // 2 bits
|
||||
translucencySetupIndex = frac(encoded); // directly decoded as U coord in lookup texture
|
||||
encoded = floor(encoded);
|
||||
|
||||
// translucency thickness
|
||||
encoded /= 15.0; // 4 bits (divide by 15 instead of 16 to bring it immediately to 0..1 range)
|
||||
translucency_thickness = encoded;
|
||||
} // else - no prop used for this pixel (no translucency, self-shadowing and surface is considered to be dry)
|
||||
//translucencySetupIndex = 0;
|
||||
//translucency_thickness = 1;
|
||||
#endif
|
||||
|
||||
// UBER - POM self-shadowing (for one realtime light)
|
||||
#if defined(UBER_POM_SELF_SHADOWS_DEFERRED)
|
||||
// conditional to attenuate only the selected realtime light
|
||||
#if defined (DIRECTIONAL) || defined (DIRECTIONAL_COOKIE)
|
||||
d.shadow = (abs(dot((_LightDir.xyz + _WorldSpaceLightPosCustom.xyz), float3(1, 1, 1))) < 0.01) ? min(d.shadow, SS) : d.shadow;
|
||||
#else
|
||||
d.shadow = (abs(dot((_LightDir.xyz - _WorldSpaceLightPosCustom.xyz), float3(1, 1, 1))) < 0.01) ? min(d.shadow, SS) : d.shadow;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(UBER_TRANSLUCENCY_DEFERRED)
|
||||
half setupIndex = translucencySetupIndex; // [0..1] to [0..1) range
|
||||
|
||||
half4 val;
|
||||
val = tex2D(_UBERTranslucencySetup, float2(setupIndex, 0));
|
||||
TranslucencyParams translucencyParams;
|
||||
translucencyParams._TranslucencyColor = val.rgb;
|
||||
translucencyParams._TranslucencyStrength = val.a;
|
||||
val = tex2D(_UBERTranslucencySetup, float2(setupIndex, 0.4));
|
||||
translucencyParams._TranslucencyPointLightDirectionality = val.r;
|
||||
translucencyParams._TranslucencyConstant = val.g;
|
||||
translucencyParams._TranslucencyNormalOffset = val.b;
|
||||
translucencyParams._TranslucencyExponent = val.a;
|
||||
val = tex2D(_UBERTranslucencySetup, float2(setupIndex, 0.8));
|
||||
translucencyParams._TranslucencySuppressRealtimeShadows = val.r;
|
||||
translucencyParams._TranslucencyNDotL = val.g;
|
||||
|
||||
half3 TL = Translucency(s.normalWorld, d, -s.viewDirWorld, translucencyParams)*translucencyParams._TranslucencyColor;
|
||||
#if defined(UBER_TRANSLUCENCY_DEFERRED_MULT_DIFFUSE)
|
||||
TL *= s.albedo;
|
||||
#endif
|
||||
TL *= translucency_thickness;
|
||||
s.albedo *= saturate(1 - max(max(TL.r, TL.g), TL.b) * TRANSLUCENCY_SUPPRESS_DIFFUSECOLOR);
|
||||
// suppress shadows
|
||||
d.shadow = lerp(d.shadow, 1, saturate(dot(TL, 1) * translucencyParams._TranslucencySuppressRealtimeShadows));
|
||||
|
||||
color.rgb += d.shadow * TL * d.color.rgb;
|
||||
#endif
|
||||
|
||||
return color.rgb + aStandardDirectLighting(d, s);
|
||||
}
|
||||
|
||||
half3 aIndirectLighting(
|
||||
AIndirect i,
|
||||
ASurface s)
|
||||
{
|
||||
return aStandardIndirectLighting(i, s);
|
||||
}
|
||||
// ==================================== END UBER SUPPORT ====================================
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// Pass 2: Final decode pass.
|
||||
// Used only with HDR off, to decode the logarithmic buffer into the main RT
|
||||
Pass {
|
||||
ZTest Always
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
Stencil {
|
||||
ref [_StencilNonBackground]
|
||||
readmask [_StencilNonBackground]
|
||||
// Normally just comp would be sufficient, but there's a bug and only front face stencil state is set (case 583207)
|
||||
compback equal
|
||||
compfront equal
|
||||
}
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#include "Assets/Alloy/Shaders/Deferred/Decode.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback Off
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 424325049d5e2ac409f4308920c4b14a
|
||||
timeCreated: 1439521648
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 237b76c8eac1cfc4da6f0654e7e4d956
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,268 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Human/Eye" {
|
||||
Properties {
|
||||
// Eye Textures
|
||||
_EyeballTextures ("'Eye 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) Iris(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParallaxMap ("'Heightmap(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "black" {}
|
||||
[LM_NormalMap]
|
||||
_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
|
||||
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Cornea Properties
|
||||
_CorneaProperties ("'Cornea' {Section:{Color:1}}", Float) = 0
|
||||
_CorneaColor ("'Tint' {}", Color) = (0.5,0.5,0.5,0)
|
||||
_CorneaNormalMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
|
||||
_CorneaSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.36
|
||||
_CorneaRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.1
|
||||
_CorneaNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Iris Properties
|
||||
_IrisProperties("'Iris' {Section:{Color:2}}", Float) = 0
|
||||
_IrisColor ("'Tint' {}", Color) = (1,1,1)
|
||||
_Parallax ("'Depth' {Min:0, Max:0.08}", Float) = 0.02
|
||||
_IrisPupilSize ("'Pupil Dilation' {Min:0, Max:1}", Float) = 0
|
||||
_IrisShadowing ("'Shadowing' {Min:0.01}", Float) = 1.1
|
||||
_IrisScatterIntensity ("'Scatter Intensity' {Min:0}", Float) = 2
|
||||
_IrisScatterPower ("'Scatter Power' {Min:0.01}", Float) = 2.5
|
||||
|
||||
// Sclera Properties
|
||||
_ScleraProperties ("'Sclera' {Section:{Color:3}}", Float) = 0
|
||||
_ScleraColor ("'Tint' {}", Color) = (1,1,1)
|
||||
_ScleraSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.36
|
||||
_ScleraRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.1
|
||||
_ScleraNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Detail
|
||||
[Toggle(_DETAIL_MULX2)]
|
||||
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
|
||||
_DetailNormalMap ("'Normals' {Visualize:{NRM}}", 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
|
||||
_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
|
||||
|
||||
// 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 _DETAIL_MULX2
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#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/Shaders/Definition/Eye.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 _DETAIL_MULX2
|
||||
#pragma shader_feature _DECAL_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/Shaders/Definition/Eye.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/Shaders/Definition/Eye.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 _DETAIL_MULX2
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#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/Shaders/Definition/Eye.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 _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Eye.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e284a0f4248c43f44a7e8504f6cdc165
|
||||
timeCreated: 1467835759
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,326 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Human/Hair/HighQuality OneSided" {
|
||||
Properties {
|
||||
// Global Settings
|
||||
[LM_TransparencyCutOff]
|
||||
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
|
||||
|
||||
// Hair Textures
|
||||
_MainTextures ("'Hair 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 ("'Shift(R) AO(G) Noise(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
|
||||
|
||||
// Hair Properties
|
||||
_HairProperties ("'Hair Properties' {Section:{Color:1}}", Float) = 0
|
||||
_HairDiffuseWrapAmount ("'Diffuse Wrap' {Min:0, Max:1}", Float) = 0.25
|
||||
_HairSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.59
|
||||
_AnisoAngle ("'Highlight Rotation' {Min:0, Max:180}", Float) = 90
|
||||
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_BumpScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Primary Highlight
|
||||
_PrimaryAnisoProperties ("'Primary Highlight' {Section:{Color:2}}", Float) = 0
|
||||
_HighlightTint0 ("'Tint' {}", Color) = (1,1,1)
|
||||
_HighlightWidth0 ("'Width' {Min:0, Max:1}", Float) = 0.25
|
||||
_HighlightShift0 ("'Shift' {}", Float) = 0
|
||||
|
||||
// Secondary Highlight
|
||||
_SecondaryAnisoProperties ("'Secondary Highlight' {Section:{Color:3}}", Float) = 0
|
||||
_HighlightTint1 ("'Tint' {}", Color) = (1,1,1)
|
||||
_HighlightWidth1 ("'Width' {Min:0, Max:1}", Float) = 0.25
|
||||
_HighlightShift1 ("'Shift' {}", Float) = 0
|
||||
|
||||
// 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)
|
||||
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
|
||||
|
||||
// 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" = "AlphaTest+1"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "TransparentCutout"
|
||||
//"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 400
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#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
|
||||
#define _ALPHATEST_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Hair.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 _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
|
||||
#define _ALPHATEST_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Hair.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "TRANSLUCENT_FRONT_FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
ZTest Less
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#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
|
||||
#define _ALPHABLEND_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Hair.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "TRANSLUCENT_FRONT_FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend SrcAlpha One
|
||||
ZWrite Off
|
||||
ZTest Less
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#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
|
||||
#define _ALPHABLEND_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Hair.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 _ALPHATEST_ON
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Hair.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 _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Hair.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a5b11bdb9da17cf46a6a82a0074c37fc
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SpecTex: {fileID: 2800000, guid: 33a37609d895f134d80ba24c3cf0f503, type: 3}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _DecalTex: {instanceID: 0}
|
||||
- _EmissionMap: {instanceID: 0}
|
||||
- _IncandescenceMap: {instanceID: 0}
|
||||
- _RimTex: {instanceID: 0}
|
||||
- _DissolveTex: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,411 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Human/Hair/HighQuality TwoSided" {
|
||||
Properties {
|
||||
// Global Settings
|
||||
[LM_TransparencyCutOff]
|
||||
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
|
||||
|
||||
// Hair Textures
|
||||
_MainTextures ("'Hair 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 ("'Shift(R) AO(G) Noise(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
|
||||
|
||||
// Hair Properties
|
||||
_HairProperties ("'Hair Properties' {Section:{Color:1}}", Float) = 0
|
||||
_HairDiffuseWrapAmount ("'Diffuse Wrap' {Min:0, Max:1}", Float) = 0.25
|
||||
_HairSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.59
|
||||
_AnisoAngle ("'Highlight Rotation' {Min:0, Max:180}", Float) = 90
|
||||
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_BumpScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Primary Highlight
|
||||
_PrimaryAnisoProperties ("'Primary Highlight' {Section:{Color:2}}", Float) = 0
|
||||
_HighlightTint0 ("'Tint' {}", Color) = (1,1,1)
|
||||
_HighlightWidth0 ("'Width' {Min:0, Max:1}", Float) = 0.25
|
||||
_HighlightShift0 ("'Shift' {}", Float) = 0
|
||||
|
||||
// Secondary Highlight
|
||||
_SecondaryAnisoProperties ("'Secondary Highlight' {Section:{Color:3}}", Float) = 0
|
||||
_HighlightTint1 ("'Tint' {}", Color) = (1,1,1)
|
||||
_HighlightWidth1 ("'Width' {Min:0, Max:1}", Float) = 0.25
|
||||
_HighlightShift1 ("'Shift' {}", Float) = 0
|
||||
|
||||
// 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)
|
||||
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
|
||||
|
||||
// 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_TWO_SIDED_SHADER
|
||||
ENDCG
|
||||
|
||||
SubShader {
|
||||
Tags{
|
||||
"Queue" = "AlphaTest+1"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "TransparentCutout"
|
||||
//"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 400
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#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
|
||||
#define _ALPHATEST_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Hair.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend One One
|
||||
ZWrite Off
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#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
|
||||
#define _ALPHATEST_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Hair.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "TRANSLUCENT_BACK_FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
ZTest Less
|
||||
Cull Front
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#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
|
||||
#define _ALPHABLEND_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Hair.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "TRANSLUCENT_BACK_FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend SrcAlpha One
|
||||
ZWrite Off
|
||||
ZTest Less
|
||||
Cull Front
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#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
|
||||
#define _ALPHABLEND_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Hair.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "TRANSLUCENT_FRONT_FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
ZTest Less
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#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
|
||||
#define _ALPHABLEND_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Hair.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "TRANSLUCENT_FRONT_FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend SrcAlpha One
|
||||
ZWrite Off
|
||||
ZTest Less
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#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
|
||||
#define _ALPHABLEND_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Hair.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "SHADOWCASTER"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
Cull Off
|
||||
|
||||
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
|
||||
#define _ALPHATEST_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Hair.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 _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Hair.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a4470eaf12f6ddd4693a852732ddcb36
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SpecTex: {fileID: 2800000, guid: 33a37609d895f134d80ba24c3cf0f503, type: 3}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _DecalTex: {instanceID: 0}
|
||||
- _EmissionMap: {instanceID: 0}
|
||||
- _IncandescenceMap: {instanceID: 0}
|
||||
- _RimTex: {instanceID: 0}
|
||||
- _DissolveTex: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,263 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Human/Hair/LowQuality OneSided" {
|
||||
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
|
||||
|
||||
// Hair Textures
|
||||
_MainTextures ("'Hair 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 ("'Shift(R) AO(G) Noise(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
|
||||
|
||||
// Hair Properties
|
||||
_HairProperties ("'Hair Properties' {Section:{Color:1}}", Float) = 0
|
||||
_HairDiffuseWrapAmount ("'Diffuse Wrap' {Min:0, Max:1}", Float) = 0.25
|
||||
_HairSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.59
|
||||
_AnisoAngle ("'Highlight Rotation' {Min:0, Max:180}", Float) = 90
|
||||
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_BumpScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Primary Highlight
|
||||
_PrimaryAnisoProperties ("'Primary Highlight' {Section:{Color:2}}", Float) = 0
|
||||
_HighlightTint0 ("'Tint' {}", Color) = (1,1,1)
|
||||
_HighlightWidth0 ("'Width' {Min:0, Max:1}", Float) = 0.25
|
||||
_HighlightShift0 ("'Shift' {}", Float) = 0
|
||||
|
||||
// Secondary Highlight
|
||||
_SecondaryAnisoProperties ("'Secondary Highlight' {Section:{Color:3}}", Float) = 0
|
||||
_HighlightTint1 ("'Tint' {}", Color) = (1,1,1)
|
||||
_HighlightWidth1 ("'Width' {Min:0, Max:1}", Float) = 0.25
|
||||
_HighlightShift1 ("'Shift' {}", Float) = 0
|
||||
|
||||
// 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)
|
||||
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
|
||||
|
||||
// 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]
|
||||
Cull Back
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_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/Hair.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend [_SrcBlend] One
|
||||
ZWrite Off
|
||||
Cull Back
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_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/Hair.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "SHADOWCASTER"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
Cull Back
|
||||
|
||||
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/Hair.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 _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Hair.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ab9b48e546e5bb840863fb69105d68ea
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SpecTex: {fileID: 2800000, guid: 33a37609d895f134d80ba24c3cf0f503, type: 3}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _DecalTex: {instanceID: 0}
|
||||
- _EmissionMap: {instanceID: 0}
|
||||
- _IncandescenceMap: {instanceID: 0}
|
||||
- _RimTex: {instanceID: 0}
|
||||
- _DissolveTex: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,267 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Human/Hair/LowQuality TwoSided" {
|
||||
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
|
||||
|
||||
// Hair Textures
|
||||
_MainTextures ("'Hair 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 ("'Shift(R) AO(G) Noise(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
|
||||
|
||||
// Hair Properties
|
||||
_HairProperties ("'Hair Properties' {Section:{Color:1}}", Float) = 0
|
||||
_HairDiffuseWrapAmount ("'Diffuse Wrap' {Min:0, Max:1}", Float) = 0.25
|
||||
_HairSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.59
|
||||
_AnisoAngle ("'Highlight Rotation' {Min:0, Max:180}", Float) = 90
|
||||
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_BumpScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Primary Highlight
|
||||
_PrimaryAnisoProperties ("'Primary Highlight' {Section:{Color:2}}", Float) = 0
|
||||
_HighlightTint0 ("'Tint' {}", Color) = (1,1,1)
|
||||
_HighlightWidth0 ("'Width' {Min:0, Max:1}", Float) = 0.25
|
||||
_HighlightShift0 ("'Shift' {}", Float) = 0
|
||||
|
||||
// Secondary Highlight
|
||||
_SecondaryAnisoProperties ("'Secondary Highlight' {Section:{Color:3}}", Float) = 0
|
||||
_HighlightTint1 ("'Tint' {}", Color) = (1,1,1)
|
||||
_HighlightWidth1 ("'Width' {Min:0, Max:1}", Float) = 0.25
|
||||
_HighlightShift1 ("'Shift' {}", Float) = 0
|
||||
|
||||
// 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)
|
||||
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
|
||||
|
||||
// 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_TWO_SIDED_SHADER
|
||||
ENDCG
|
||||
|
||||
SubShader {
|
||||
Tags {
|
||||
"RenderType" = "Opaque"
|
||||
"PerformanceChecks" = "False"
|
||||
//"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
ZWrite [_ZWrite]
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_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/Hair.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend [_SrcBlend] One
|
||||
ZWrite Off
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_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/Hair.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "SHADOWCASTER"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
Cull 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 multi_compile_shadowcaster
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Hair.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 _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Hair.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 582ab6c109f22334ba5257f8c933ecc8
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SpecTex: {fileID: 2800000, guid: 33a37609d895f134d80ba24c3cf0f503, type: 3}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _DecalTex: {instanceID: 0}
|
||||
- _EmissionMap: {instanceID: 0}
|
||||
- _IncandescenceMap: {instanceID: 0}
|
||||
- _RimTex: {instanceID: 0}
|
||||
- _DissolveTex: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,313 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Human/Skin (Forward)" {
|
||||
Properties {
|
||||
[Toggle(EFFECT_BUMP)]
|
||||
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_SssBumpBlur,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
|
||||
|
||||
// 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" {}
|
||||
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// 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
|
||||
|
||||
// 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
|
||||
[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
|
||||
}
|
||||
|
||||
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/Shaders/Definition/Skin.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/Shaders/Definition/Skin.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/Shaders/Definition/Skin.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/Skin.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c77d275036f53204e8f439eeeafcad49
|
||||
timeCreated: 1461811049
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SpecTex: {instanceID: 0}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _SssBrdfTex: {fileID: 2800000, guid: d13510bb2be49aa40a66a0101efb6a36, type: 3}
|
||||
- _DetailMask: {instanceID: 0}
|
||||
- _DetailAlbedoMap: {instanceID: 0}
|
||||
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
|
||||
type: 3}
|
||||
- _DetailNormalMap: {instanceID: 0}
|
||||
- _TeamColorMaskMap: {instanceID: 0}
|
||||
- _DecalTex: {instanceID: 0}
|
||||
- _EmissionMap: {instanceID: 0}
|
||||
- _IncandescenceMap: {instanceID: 0}
|
||||
- _RimTex: {instanceID: 0}
|
||||
- _DissolveTex: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,330 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Human/Skin" {
|
||||
Properties {
|
||||
[Toggle(EFFECT_BUMP)]
|
||||
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
|
||||
|
||||
// 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" {}
|
||||
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// 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
|
||||
|
||||
// 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
|
||||
[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 {
|
||||
"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/Shaders/Definition/Skin.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/Shaders/Definition/Skin.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/Shaders/Definition/Skin.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/Shaders/Definition/Skin.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/Shaders/Definition/Skin.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
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@@ -0,0 +1,23 @@
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||||
fileFormatVersion: 2
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||||
guid: 187092ff52f5f9e4fb0591eab61399a5
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||||
timeCreated: 1445805686
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||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
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||||
- _SpecTex: {instanceID: 0}
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||||
- _BumpMap: {instanceID: 0}
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||||
- _DetailMask: {instanceID: 0}
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||||
- _DetailAlbedoMap: {instanceID: 0}
|
||||
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
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||||
type: 3}
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||||
- _DetailNormalMap: {instanceID: 0}
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||||
- _TeamColorMaskMap: {instanceID: 0}
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||||
- _DecalTex: {instanceID: 0}
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||||
- _EmissionMap: {instanceID: 0}
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||||
- _IncandescenceMap: {instanceID: 0}
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||||
- _RimTex: {instanceID: 0}
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- _DissolveTex: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 481bbf795e9734241bbdf83a0d701d39
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folderAsset: yes
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||||
timeCreated: 1448388767
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||||
licenseType: Pro
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||||
DefaultImporter:
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,161 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Hidden/Alloy/Nature/Terrain/Details0" {
|
||||
Properties {
|
||||
// Main Textures
|
||||
_MainTextures ("'Main Textures' {Section:{Color:0}}", Float) = 0
|
||||
[LM_MasterTilingOffset] [LM_Albedo]
|
||||
_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
|
||||
// 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"
|
||||
}
|
||||
LOD 200
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#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/Details0.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 _ _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/Details0.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/Shaders/Definition/Details0.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 _ _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/Details0.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 vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Details0.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
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||||
@@ -0,0 +1,9 @@
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||||
fileFormatVersion: 2
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||||
guid: 5d86150e60d8eef4ea7a4df3214dd657
|
||||
timeCreated: 1477086134
|
||||
licenseType: Pro
|
||||
ShaderImporter:
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||||
defaultTextures: []
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,170 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Hidden/Alloy/Nature/Terrain/Details1" {
|
||||
Properties {
|
||||
// Main Textures
|
||||
_MainTextures ("'Main Textures' {Section:{Color:0}}", Float) = 0
|
||||
_WavingTint ("'Fade Color' {}", Color) = (.7,.6,.5, 0)
|
||||
[LM_MasterTilingOffset] [LM_Albedo]
|
||||
_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_WaveAndDistance ("'Wave and distance' {}", Vector) = (12, 3.6, 1, 1)
|
||||
[LM_TransparencyCutOff]
|
||||
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
|
||||
|
||||
// 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+200"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Grass"
|
||||
"DisableBatching"="True"
|
||||
}
|
||||
Cull Off
|
||||
LOD 200
|
||||
ColorMask RGB
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#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/Details1.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 _ _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/Details1.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/Shaders/Definition/Details1.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 _ _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/Details1.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 vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Details1.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1b6521e4ce2292a4ba838db900a54a67
|
||||
timeCreated: 1477086134
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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@@ -0,0 +1,170 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Hidden/Alloy/Nature/Terrain/Details2" {
|
||||
Properties {
|
||||
// Main Textures
|
||||
_MainTextures ("'Main Textures' {Section:{Color:0}}", Float) = 0
|
||||
_WavingTint ("'Fade Color' {}", Color) = (.7,.6,.5, 0)
|
||||
[LM_MasterTilingOffset] [LM_Albedo]
|
||||
_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_WaveAndDistance ("'Wave and distance' {}", Vector) = (12, 3.6, 1, 1)
|
||||
[LM_TransparencyCutOff]
|
||||
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
|
||||
|
||||
// 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+200"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="GrassBillboard"
|
||||
"DisableBatching"="True"
|
||||
}
|
||||
Cull Off
|
||||
LOD 200
|
||||
ColorMask RGB
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#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/Details2.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 _ _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/Details2.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/Shaders/Definition/Details2.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 _ _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/Details2.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 vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Details2.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 90b3cc42b0986f34b9942b8ab428074e
|
||||
timeCreated: 1477086135
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,302 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Nature/SpeedTree (Forward)" {
|
||||
Properties {
|
||||
// Global Settings
|
||||
_GeometryType ("'Geometry Type' {SpeedTreeGeometryType:{Branch:{_Cutoff,_DetailTex,_DetailNormalMap,_TransmissionProperties,_TransTex,_TransScale,_TransColor,_TransShadowWeight,_TransDistortion,_TransPower}, BranchDetail:{_Cutoff,_TransmissionProperties,_TransTex,_TransScale,_TransColor,_TransShadowWeight,_TransDistortion,_TransPower}, Frond:{_DetailTex,_DetailNormalMap}, Leaf:{_DetailTex,_DetailNormalMap}, Mesh:{_Cutoff,_DetailTex,_DetailNormalMap,_TransmissionProperties,_TransTex,_TransScale,_TransColor,_TransShadowWeight,_TransDistortion,_TransPower}}}", Float) = 0
|
||||
[LM_TransparencyCutOff]
|
||||
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.333
|
||||
[MaterialEnum(Off,0,Front,1,Back,2)]
|
||||
_Cull ("'Cull Mode' {Dropdown:{Off:{}, Front:{}, Back:{}}}", Int) = 2
|
||||
[MaterialEnum(None,0,Fastest,1,Fast,2,Better,3,Best,4,Palm,5)]
|
||||
_WindQuality ("'Wind Quality' {Dropdown:{None:{}, Fastest:{}, Fast:{}, Better:{}, Best:{}, Palm:{}}}", Float) = 0
|
||||
[Toggle(EFFECT_BUMP)]
|
||||
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
|
||||
|
||||
// SpeedTree Textures
|
||||
_MainTextures ("'SpeedTree 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}, Controls:False}", 2D) = "white" {}
|
||||
[LM_NormalMap]
|
||||
_BumpMap ("'Normals' {Visualize:{NRM}, Controls:False}", 2D) = "bump" {}
|
||||
_DetailTex ("'Detail(RGB) Opacity(A)' {Visualize:{RGB}, Controls:False}", 2D) = "black" {}
|
||||
_DetailNormalMap ("'Detail Normals' {Visualize:{NRM}, Controls:False}", 2D) = "bump" {}
|
||||
[Toggle(EFFECT_HUE_VARIATION)]
|
||||
_HasHueVariation ("'Hue Variation?' {Toggle:{On:{}, Off:{_HueVariation}}}", Float) = 1
|
||||
_HueVariation ("'Hue Variation' {}", Color) = (1.0,0.5,0.0,0.1)
|
||||
|
||||
// SpeedTree Properties
|
||||
_MainPhysicalProperties ("'SpeedTree Properties' {Section:{Color:1}}", Float) = 0
|
||||
_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
|
||||
_SpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0
|
||||
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 0.9
|
||||
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_BumpScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Transmission
|
||||
_TransmissionProperties ("'Transmission' {Section:{Color:3}}", Float) = 0
|
||||
_TransColor ("'Tint' {}", Color) = (1,1,1)
|
||||
_TransTex ("'Transmission(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
|
||||
//[Gamma]
|
||||
_TransScale ("'Weight' {Min:0, Max:1}", Float) = 1.0
|
||||
_TransShadowWeight ("'Shadow Weight' {Min:0, Max:1}", Float) = 0.5
|
||||
_TransDistortion ("'Bump Distortion' {Min:0, Max:1}", Float) = 0.05
|
||||
_TransPower ("'Falloff' {Min: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
|
||||
|
||||
// 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" {}
|
||||
_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)
|
||||
[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)
|
||||
[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" {}
|
||||
_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"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Opaque"
|
||||
"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 400
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Cull [_Cull]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature EFFECT_HUE_VARIATION
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#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 instancing_options assumeuniformscaling lodfade maxcount:50
|
||||
//#pragma multi_compile __ VTRANSPARENCY_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_FORWARDBASE
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/SpeedTree.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend One One
|
||||
ZWrite Off
|
||||
Cull [_Cull]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature EFFECT_HUE_VARIATION
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#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/SpeedTree.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "SHADOWCASTER"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
Cull [_Cull]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile_instancing
|
||||
//#pragma instancing_options assumeuniformscaling lodfade maxcount:50
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/SpeedTree.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 GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
|
||||
#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/SpeedTree.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3d3c97a35b149ac42a129f059135b35a
|
||||
timeCreated: 1473206667
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,335 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Nature/SpeedTree" {
|
||||
Properties {
|
||||
// Global Settings
|
||||
_GeometryType ("'Geometry Type' {SpeedTreeGeometryType:{Branch:{_Cutoff,_DetailTex,_DetailNormalMap,_TransmissionProperties,_TransTex,_TransScale}, BranchDetail:{_Cutoff,_TransmissionProperties,_TransTex,_TransScale}, Frond:{_DetailTex,_DetailNormalMap}, Leaf:{_DetailTex,_DetailNormalMap}, Mesh:{_Cutoff,_DetailTex,_DetailNormalMap,_TransmissionProperties,_TransTex,_TransScale}}}", Float) = 0
|
||||
[LM_TransparencyCutOff]
|
||||
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.333
|
||||
[MaterialEnum(Off,0,Front,1,Back,2)]
|
||||
_Cull ("'Cull Mode' {Dropdown:{Off:{}, Front:{}, Back:{}}}", Int) = 2
|
||||
[MaterialEnum(None,0,Fastest,1,Fast,2,Better,3,Best,4,Palm,5)]
|
||||
_WindQuality ("'Wind Quality' {Dropdown:{None:{}, Fastest:{}, Fast:{}, Better:{}, Best:{}, Palm:{}}}", Float) = 0
|
||||
[Toggle(EFFECT_BUMP)]
|
||||
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
|
||||
|
||||
// SpeedTree Textures
|
||||
_MainTextures ("'SpeedTree 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}, Controls:False}", 2D) = "white" {}
|
||||
[LM_NormalMap]
|
||||
_BumpMap ("'Normals' {Visualize:{NRM}, Controls:False}", 2D) = "bump" {}
|
||||
_DetailTex ("'Detail(RGB) Opacity(A)' {Visualize:{RGB}, Controls:False}", 2D) = "black" {}
|
||||
_DetailNormalMap ("'Detail Normals' {Visualize:{NRM}, Controls:False}", 2D) = "bump" {}
|
||||
[Toggle(EFFECT_HUE_VARIATION)]
|
||||
_HasHueVariation ("'Hue Variation?' {Toggle:{On:{}, Off:{_HueVariation}}}", Float) = 1
|
||||
_HueVariation ("'Hue Variation' {}", Color) = (1.0,0.5,0.0,0.1)
|
||||
|
||||
// SpeedTree Properties
|
||||
_MainPhysicalProperties ("'SpeedTree Properties' {Section:{Color:1}}", Float) = 0
|
||||
_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
|
||||
_SpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0
|
||||
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 0.9
|
||||
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_BumpScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Transmission
|
||||
_TransmissionProperties ("'Transmission' {Section:{Color:3}}", Float) = 0
|
||||
_TransTex ("'Transmission(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
|
||||
//[Gamma]
|
||||
_TransScale ("'Weight' {Min:0, Max:1}", Float) = 1.0
|
||||
|
||||
// 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
|
||||
|
||||
// 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" {}
|
||||
_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)
|
||||
[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)
|
||||
[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" {}
|
||||
_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"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Opaque"
|
||||
"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 400
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Cull [_Cull]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature EFFECT_HUE_VARIATION
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#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 instancing_options assumeuniformscaling lodfade maxcount:50
|
||||
//#pragma multi_compile __ VTRANSPARENCY_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_FORWARDBASE
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/SpeedTree.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend One One
|
||||
ZWrite Off
|
||||
Cull [_Cull]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature EFFECT_HUE_VARIATION
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#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/SpeedTree.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "SHADOWCASTER"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
Cull [_Cull]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile_instancing
|
||||
//#pragma instancing_options assumeuniformscaling lodfade maxcount:50
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/SpeedTree.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "DEFERRED"
|
||||
Tags { "LightMode" = "Deferred" }
|
||||
|
||||
Cull [_Cull]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt gles
|
||||
|
||||
#pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature EFFECT_HUE_VARIATION
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#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 instancing_options assumeuniformscaling lodfade maxcount:50
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_DEFERRED
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/SpeedTree.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 GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
|
||||
#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/SpeedTree.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 377539a520e28cc4881df47f17d1386b
|
||||
timeCreated: 1442369247
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,199 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Nature/SpeedTree Billboard" {
|
||||
Properties {
|
||||
// Global Settings
|
||||
[LM_TransparencyCutOff]
|
||||
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
|
||||
[MaterialEnum(None,0,Fastest,1)]
|
||||
_WindQuality ("'Wind Quality' {Dropdown:{None:{}, Fastest:{}}}", Float) = 0
|
||||
[Toggle(EFFECT_BUMP)]
|
||||
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale}, NormalMaps:{}}}", Float) = 1
|
||||
|
||||
// Main Textures
|
||||
_MainTextures ("'SpeedTree 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}, Controls:False}", 2D) = "white" {}
|
||||
[LM_NormalMap]
|
||||
_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
|
||||
_HueVariation ("'Hue Variation' {}", Color) = (1.0,0.5,0.0,0.1)
|
||||
|
||||
// Main Properties
|
||||
_MainPhysicalProperties ("'SpeedTree Properties' {Section:{Color:1}}", Float) = 0
|
||||
_BumpScale ("'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
|
||||
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
}
|
||||
|
||||
// NOTE: Instancing disabled because it makes the billboard jump around wildly.
|
||||
|
||||
SubShader {
|
||||
Tags {
|
||||
"Queue" = "AlphaTest"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "TransparentCutout"
|
||||
//"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 400
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature EFFECT_HUE_VARIATION
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
|
||||
#pragma multi_compile __ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma multi_compile_fog
|
||||
//#pragma multi_compile __ VTRANSPARENCY_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_FORWARDBASE
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/SpeedTreeBillboard.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend One One
|
||||
ZWrite Off
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature EFFECT_HUE_VARIATION
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
|
||||
#pragma multi_compile __ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
|
||||
#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/SpeedTreeBillboard.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "SHADOWCASTER"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma multi_compile __ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
|
||||
#pragma multi_compile_shadowcaster
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/SpeedTreeBillboard.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "DEFERRED"
|
||||
Tags { "LightMode" = "Deferred" }
|
||||
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt gles
|
||||
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature EFFECT_HUE_VARIATION
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
|
||||
#pragma multi_compile __ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
|
||||
#pragma multi_compile_prepassfinal
|
||||
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_DEFERRED
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/SpeedTreeBillboard.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 multi_compile __ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/SpeedTreeBillboard.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 05c73c73340c44a4892a3d5e99b692a9
|
||||
timeCreated: 1442369236
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,235 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Nature/Terrain/4Splat" {
|
||||
Properties {
|
||||
// Splat 0 Properties
|
||||
_Splat0Properties ("'Splat 0 Properties' {Section:{Color:0}}", Float) = 0
|
||||
_SplatSpecularity0 ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_SplatSpecularTint0 ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0
|
||||
|
||||
// Splat 1 Properties
|
||||
_Splat1Properties ("'Splat 1 Properties' {Section:{Color:0}}", Float) = 0
|
||||
_SplatSpecularity1 ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_SplatSpecularTint1 ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0
|
||||
|
||||
// Splat 2 Properties
|
||||
_Splat2Properties ("'Splat 2 Properties' {Section:{Color:0}}", Float) = 0
|
||||
_SplatSpecularity2 ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_SplatSpecularTint2 ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0
|
||||
|
||||
// Splat 3 Properties
|
||||
_Splat3Properties ("'Splat 3 Properties' {Section:{Color:0}}", Float) = 0
|
||||
_SplatSpecularity3 ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_SplatSpecularTint3 ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0
|
||||
|
||||
// Distant Terrain
|
||||
_DistantTerrainProperties ("'Distant Terrain' {Section:{Color:1}}", Float) = 0
|
||||
_FadeDist ("'Fade Distance' {Min:0}", Float) = 500.0
|
||||
_FadeRange ("'Fade Range' {Min:0.0001}", Float) = 100.0
|
||||
_DistantSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_DistantSpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
|
||||
_DistantRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.5
|
||||
|
||||
// Triplanar
|
||||
[Toggle(_METALLICGLOSSMAP)]
|
||||
_TriplanarProperties ("'Triplanar' {Feature:{Color:4}}", Float) = 0
|
||||
_TriplanarBlendSharpness ("'Sharpness' {Min:1, Max:50}", Float) = 2
|
||||
|
||||
// Detail
|
||||
[Toggle(_DETAIL_MULX2)]
|
||||
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
|
||||
[Enum(Mul, 0, MulX2, 1)]
|
||||
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
|
||||
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
|
||||
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DetailNormalMapScale ("'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
|
||||
|
||||
// set by terrain engine
|
||||
_Control ("Control (RGBA)", 2D) = "red" {}
|
||||
_Splat3 ("Layer 3 (A)", 2D) = "white" {}
|
||||
_Splat2 ("Layer 2 (B)", 2D) = "white" {}
|
||||
_Splat1 ("Layer 1 (G)", 2D) = "white" {}
|
||||
_Splat0 ("Layer 0 (R)", 2D) = "white" {}
|
||||
_Normal3 ("Normal 3 (A)", 2D) = "bump" {}
|
||||
_Normal2 ("Normal 2 (B)", 2D) = "bump" {}
|
||||
_Normal1 ("Normal 1 (G)", 2D) = "bump" {}
|
||||
_Normal0 ("Normal 0 (R)", 2D) = "bump" {}
|
||||
_Metallic0 ("Metallic 0", Range(0.0, 1.0)) = 0.0
|
||||
_Metallic1 ("Metallic 1", Range(0.0, 1.0)) = 0.0
|
||||
_Metallic2 ("Metallic 2", Range(0.0, 1.0)) = 0.0
|
||||
_Metallic3 ("Metallic 3", Range(0.0, 1.0)) = 0.0
|
||||
|
||||
// used in fallback on old cards & base map
|
||||
_MainTex ("BaseMap (RGB)", 2D) = "white" {}
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags {
|
||||
"SplatCount" = "4"
|
||||
"Queue" = "Geometry-100"
|
||||
"RenderType" = "Opaque"
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
|
||||
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
|
||||
//#pragma multi_compile __ VTRANSPARENCY_ON
|
||||
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_FORWARDBASE
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.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 _METALLICGLOSSMAP
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
|
||||
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
|
||||
|
||||
#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/Terrain.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 _METALLICGLOSSMAP
|
||||
|
||||
#pragma multi_compile_shadowcaster
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.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 _METALLICGLOSSMAP
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
|
||||
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
|
||||
|
||||
#pragma multi_compile_prepassfinal
|
||||
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_DEFERRED
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.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 _METALLICGLOSSMAP
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Dependency "BaseMapShader" = "Hidden/Alloy/Nature/Terrain/Distant"
|
||||
Dependency "Details0" = "Hidden/Alloy/Nature/Terrain/Details0"
|
||||
Dependency "Details1" = "Hidden/Alloy/Nature/Terrain/Details1"
|
||||
Dependency "Details2" = "Hidden/Alloy/Nature/Terrain/Details2"
|
||||
Dependency "Tree0" = "Hidden/TerrainEngine/BillboardTree"
|
||||
|
||||
Fallback "Hidden/Alloy/Nature/Terrain/Distant"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fdbf03d8e48878c40a2a56716086db37
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _DetailAlbedoMap: {instanceID: 0}
|
||||
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
|
||||
type: 3}
|
||||
- _DetailNormalMap: {instanceID: 0}
|
||||
- _Control: {instanceID: 0}
|
||||
- _Splat3: {instanceID: 0}
|
||||
- _Splat2: {instanceID: 0}
|
||||
- _Splat1: {instanceID: 0}
|
||||
- _Splat0: {instanceID: 0}
|
||||
- _Normal3: {instanceID: 0}
|
||||
- _Normal2: {instanceID: 0}
|
||||
- _Normal1: {instanceID: 0}
|
||||
- _Normal0: {instanceID: 0}
|
||||
- _MainTex: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,178 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Hidden/Alloy/Nature/Terrain/Distant" {
|
||||
Properties {
|
||||
// Distant Terrain
|
||||
_DistantSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_DistantSpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
|
||||
_DistantRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.5
|
||||
|
||||
// Detail
|
||||
[Toggle(_DETAIL_MULX2)]
|
||||
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
|
||||
[Enum(Mul, 0, MulX2, 1)]
|
||||
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
|
||||
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
|
||||
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DetailNormalMapScale ("'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
|
||||
|
||||
// set by terrain engine
|
||||
_MainTex ("Base (RGB) Smoothness (A)", 2D) = "white" {}
|
||||
_MetallicTex ("Metallic (R)", 2D) = "white" {}
|
||||
_Smoothness ("Smoothness", Range(0.0, 1.0)) = 0.0
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
#define A_TERRAIN_DISTANT
|
||||
ENDCG
|
||||
|
||||
SubShader {
|
||||
Tags {
|
||||
"RenderType" = "Opaque"
|
||||
"Queue" = "Geometry-100"
|
||||
}
|
||||
LOD 200
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
|
||||
//#pragma multi_compile __ VTRANSPARENCY_ON
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_FORWARDBASE
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.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 _DETAIL_MULX2
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
|
||||
//#pragma multi_compile __ VTRANSPARENCY_ON
|
||||
#pragma multi_compile_fwdadd_fullshadows
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_FORWARDADD
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.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 vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.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 _DETAIL_MULX2
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
|
||||
#pragma multi_compile_prepassfinal
|
||||
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_DEFERRED
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.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 vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ef968fede0fa8be47be2bb35732ddaab
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _DetailAlbedoMap: {instanceID: 0}
|
||||
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
|
||||
type: 3}
|
||||
- _DetailNormalMap: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,221 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Hidden/Alloy/Nature/Terrain/nSplat AddPass" {
|
||||
Properties {
|
||||
// Distant Terrain
|
||||
_DistantTerrainProperties ("'Terrain' {Section:{Color:1}}", Float) = 0
|
||||
_FadeDist ("'Fade Distance' {Min:0}", Float) = 500.0
|
||||
_FadeRange ("'Fade Range' {Min:0.0001}", Float) = 100.0
|
||||
_DistantSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_DistantSpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
|
||||
_DistantRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.5
|
||||
|
||||
// Triplanar
|
||||
[Toggle(_METALLICGLOSSMAP)]
|
||||
_TriplanarProperties ("'Triplanar' {Feature:{Color:4}}", Float) = 0
|
||||
_TriplanarBlendSharpness ("'Sharpness' {Min:1, Max:50}", Float) = 2
|
||||
|
||||
// Detail
|
||||
[Toggle(_DETAIL_MULX2)]
|
||||
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
|
||||
[Enum(Mul, 0, MulX2, 1)]
|
||||
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
|
||||
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
|
||||
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DetailNormalMapScale ("'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
|
||||
|
||||
// set by terrain engine
|
||||
_Control ("Control (RGBA)", 2D) = "red" {}
|
||||
_Splat3 ("Layer 3 (A)", 2D) = "white" {}
|
||||
_Splat2 ("Layer 2 (B)", 2D) = "white" {}
|
||||
_Splat1 ("Layer 1 (G)", 2D) = "white" {}
|
||||
_Splat0 ("Layer 0 (R)", 2D) = "white" {}
|
||||
_Normal3 ("Normal 3 (A)", 2D) = "bump" {}
|
||||
_Normal2 ("Normal 2 (B)", 2D) = "bump" {}
|
||||
_Normal1 ("Normal 1 (G)", 2D) = "bump" {}
|
||||
_Normal0 ("Normal 0 (R)", 2D) = "bump" {}
|
||||
_Metallic0 ("Metallic 0", Range(0.0, 1.0)) = 0.0
|
||||
_Metallic1 ("Metallic 1", Range(0.0, 1.0)) = 0.0
|
||||
_Metallic2 ("Metallic 2", Range(0.0, 1.0)) = 0.0
|
||||
_Metallic3 ("Metallic 3", Range(0.0, 1.0)) = 0.0
|
||||
|
||||
// used in fallback on old cards & base map
|
||||
_MainTex ("BaseMap (RGB)", 2D) = "white" {}
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
#define A_TERRAIN_NSPLAT_ADDPASS_SHADER
|
||||
#define A_TERRAIN_NSPLAT_SHADER
|
||||
ENDCG
|
||||
|
||||
SubShader {
|
||||
Tags {
|
||||
"Queue" = "Geometry-99"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType" = "Opaque"
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend One One
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
|
||||
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
|
||||
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma multi_compile_fog
|
||||
//#pragma multi_compile __ VTRANSPARENCY_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_FORWARDBASE
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.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 _METALLICGLOSSMAP
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
|
||||
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
|
||||
|
||||
#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/Terrain.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 _METALLICGLOSSMAP
|
||||
|
||||
#pragma multi_compile_shadowcaster
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "DEFERRED"
|
||||
Tags { "LightMode" = "Deferred" }
|
||||
|
||||
Blend One One
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt gles
|
||||
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
|
||||
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
|
||||
|
||||
#pragma multi_compile_prepassfinal
|
||||
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_DEFERRED
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.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 _METALLICGLOSSMAP
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
|
||||
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Fallback "Hidden/Alloy/Nature/Terrain/Distant"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cf6b2ed382d740849a7fbf3f707cbbbf
|
||||
timeCreated: 1456952070
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _DetailAlbedoMap: {instanceID: 0}
|
||||
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
|
||||
type: 3}
|
||||
- _DetailNormalMap: {instanceID: 0}
|
||||
- _Control: {instanceID: 0}
|
||||
- _Splat3: {instanceID: 0}
|
||||
- _Splat2: {instanceID: 0}
|
||||
- _Splat1: {instanceID: 0}
|
||||
- _Splat0: {instanceID: 0}
|
||||
- _Normal3: {instanceID: 0}
|
||||
- _Normal2: {instanceID: 0}
|
||||
- _Normal1: {instanceID: 0}
|
||||
- _Normal0: {instanceID: 0}
|
||||
- _MainTex: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,221 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Nature/Terrain/nSplat" {
|
||||
Properties {
|
||||
// Distant Terrain
|
||||
_DistantTerrainProperties ("'Terrain' {Section:{Color:1}}", Float) = 0
|
||||
_FadeDist ("'Fade Distance' {Min:0}", Float) = 500.0
|
||||
_FadeRange ("'Fade Range' {Min:0.0001}", Float) = 100.0
|
||||
_DistantSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_DistantSpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
|
||||
_DistantRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.5
|
||||
|
||||
// Triplanar
|
||||
[Toggle(_METALLICGLOSSMAP)]
|
||||
_TriplanarProperties ("'Triplanar' {Feature:{Color:4}}", Float) = 0
|
||||
_TriplanarBlendSharpness ("'Sharpness' {Min:1, Max:50}", Float) = 2
|
||||
|
||||
// Detail
|
||||
[Toggle(_DETAIL_MULX2)]
|
||||
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
|
||||
[Enum(Mul, 0, MulX2, 1)]
|
||||
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
|
||||
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
|
||||
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DetailNormalMapScale ("'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
|
||||
|
||||
// set by terrain engine
|
||||
_Control ("Control (RGBA)", 2D) = "red" {}
|
||||
_Splat3 ("Layer 3 (A)", 2D) = "white" {}
|
||||
_Splat2 ("Layer 2 (B)", 2D) = "white" {}
|
||||
_Splat1 ("Layer 1 (G)", 2D) = "white" {}
|
||||
_Splat0 ("Layer 0 (R)", 2D) = "white" {}
|
||||
_Normal3 ("Normal 3 (A)", 2D) = "bump" {}
|
||||
_Normal2 ("Normal 2 (B)", 2D) = "bump" {}
|
||||
_Normal1 ("Normal 1 (G)", 2D) = "bump" {}
|
||||
_Normal0 ("Normal 0 (R)", 2D) = "bump" {}
|
||||
_Metallic0 ("Metallic 0", Range(0.0, 1.0)) = 0.0
|
||||
_Metallic1 ("Metallic 1", Range(0.0, 1.0)) = 0.0
|
||||
_Metallic2 ("Metallic 2", Range(0.0, 1.0)) = 0.0
|
||||
_Metallic3 ("Metallic 3", Range(0.0, 1.0)) = 0.0
|
||||
|
||||
// used in fallback on old cards & base map
|
||||
_MainTex ("BaseMap (RGB)", 2D) = "white" {}
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
#define A_TERRAIN_NSPLAT_SHADER
|
||||
ENDCG
|
||||
|
||||
SubShader {
|
||||
Tags{
|
||||
"Queue" = "Geometry-100"
|
||||
"RenderType" = "Opaque"
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
|
||||
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
|
||||
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma multi_compile_fog
|
||||
//#pragma multi_compile __ VTRANSPARENCY_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_FORWARDBASE
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.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 _METALLICGLOSSMAP
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
|
||||
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
|
||||
|
||||
#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/Terrain.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 _METALLICGLOSSMAP
|
||||
|
||||
#pragma multi_compile_shadowcaster
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.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 _METALLICGLOSSMAP
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
|
||||
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
|
||||
|
||||
#pragma multi_compile_prepassfinal
|
||||
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_DEFERRED
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.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 _METALLICGLOSSMAP
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
|
||||
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Dependency "AddPassShader" = "Hidden/Alloy/Nature/Terrain/nSplat AddPass"
|
||||
Dependency "BaseMapShader" = "Hidden/Alloy/Nature/Terrain/Distant"
|
||||
Dependency "Details0" = "Hidden/Alloy/Nature/Terrain/Details0"
|
||||
Dependency "Details1" = "Hidden/Alloy/Nature/Terrain/Details1"
|
||||
Dependency "Details2" = "Hidden/Alloy/Nature/Terrain/Details2"
|
||||
Dependency "Tree0" = "Hidden/TerrainEngine/BillboardTree"
|
||||
|
||||
Fallback "Hidden/Alloy/Nature/Terrain/Distant"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a2e70721346c6844595ff93ec1163dbb
|
||||
timeCreated: 1456952084
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _DetailAlbedoMap: {instanceID: 0}
|
||||
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
|
||||
type: 3}
|
||||
- _DetailNormalMap: {instanceID: 0}
|
||||
- _Control: {instanceID: 0}
|
||||
- _Splat3: {instanceID: 0}
|
||||
- _Splat2: {instanceID: 0}
|
||||
- _Splat1: {instanceID: 0}
|
||||
- _Splat0: {instanceID: 0}
|
||||
- _Normal3: {instanceID: 0}
|
||||
- _Normal2: {instanceID: 0}
|
||||
- _Normal1: {instanceID: 0}
|
||||
- _Normal0: {instanceID: 0}
|
||||
- _MainTex: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5b0fee9953ed6b540b6f7bb2e85232fa
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,373 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/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
|
||||
_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
|
||||
|
||||
// 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
|
||||
|
||||
// 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 "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 "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/Shaders/Definition/CarPaint.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/Shaders/Definition/CarPaint.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4f29be92954ba6f4bb866de299ea5a9b
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SpecTex: {instanceID: 0}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _CarFlakeMap: {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}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,397 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Directional 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:{_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
|
||||
|
||||
// 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
|
||||
|
||||
// Directional Blend
|
||||
_DirectionalBlendProperties ("'Directional Blend' {Section:{Color:14}}", Float) = 0
|
||||
[Toggle(_DIRECTIONALBLENDMODE_WORLD)]
|
||||
_DirectionalBlendMode ("'Mode' {Dropdown:{Object:{}, World:{}}}", Float) = 1
|
||||
_DirectionalBlendDirection ("'Direction' {Vector:Euler}", Vector) = (0,1,0,0)
|
||||
_DirectionalBlendDirectionEulerUI ("'Rotation' {Vector:3}", Vector) = (0,0,0,0)
|
||||
_OrientedScale ("'Weight' {Min:0, Max:1}", Float) = 1.0
|
||||
_OrientedCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0.25
|
||||
_OrientedBlend ("'Blend' {Min:0.0001, Max:1}", Float) = 0.1
|
||||
_DirectionalBlendAlphaVertexTint ("'Vertex Alpha Tint' {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 {
|
||||
"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 _DIRECTIONALBLENDMODE_WORLD
|
||||
#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/DirectionalBlend.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 _DIRECTIONALBLENDMODE_WORLD
|
||||
#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/DirectionalBlend.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/DirectionalBlend.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 _DIRECTIONALBLENDMODE_WORLD
|
||||
#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/DirectionalBlend.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 shader_feature _DIRECTIONALBLENDMODE_WORLD
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/DirectionalBlend.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2c999d9dc16fef6439bf62c73d3329ed
|
||||
timeCreated: 1430053204
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SpecTex: {instanceID: 0}
|
||||
- _BumpMap: {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}
|
||||
- _OrientedMainTex: {instanceID: 0}
|
||||
- _OrientedMaterialMap: {instanceID: 0}
|
||||
- _OrientedBumpMap: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,360 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Glass/HighQuality" {
|
||||
Properties {
|
||||
[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
|
||||
|
||||
// Distortion Properties
|
||||
_DistortionProperties ("'Distortion' {Section:{Color:2}}", Float) = 0
|
||||
_DistortWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DistortIntensity ("'Intensity' {Min:0, Max:128}", Float) = 10
|
||||
_DistortGeoWeight ("'Geometry Influence' {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
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
#define _ALPHAPREMULTIPLY_ON
|
||||
ENDCG
|
||||
|
||||
SubShader {
|
||||
// We must be transparent, so other objects are drawn before this one.
|
||||
Tags {
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Opaque"
|
||||
//"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 500
|
||||
|
||||
GrabPass { }
|
||||
|
||||
Pass {
|
||||
Name "DISTORT"
|
||||
Tags { "LightMode" = "Always" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#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 _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 multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_instancing
|
||||
//#pragma multi_compile __ VTRANSPARENCY_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define A_PASS_DISTORT
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Core.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Distort.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 _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 One One
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#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 _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 "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 +1,21 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ce7db1584d54c3447b3f409ec5d4aff0
|
||||
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}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,362 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Glass/LowQuality" {
|
||||
Properties {
|
||||
[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
|
||||
|
||||
// Distortion Properties
|
||||
_DistortionProperties ("'Distortion' {Section:{Color:2}}", Float) = 0
|
||||
_DistortWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DistortIntensity ("'Intensity' {Min:0, Max:128}", Float) = 10
|
||||
_DistortGeoWeight ("'Geometry Influence' {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
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
#define _ALPHAPREMULTIPLY_ON
|
||||
|
||||
#define A_DISTORT_TEXTURE _AlloyGlassGrabTexture
|
||||
ENDCG
|
||||
|
||||
SubShader {
|
||||
// We must be transparent, so other objects are drawn before this one.
|
||||
Tags {
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Opaque"
|
||||
//"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 500
|
||||
|
||||
GrabPass { "_AlloyGlassGrabTexture" }
|
||||
|
||||
Pass {
|
||||
Name "DISTORT"
|
||||
Tags { "LightMode" = "Always" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#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 _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 multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_instancing
|
||||
//#pragma multi_compile __ VTRANSPARENCY_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define A_PASS_DISTORT
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Core.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Distort.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 _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 One One
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#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 _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 "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 +1,22 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0a472145c854eb34e8256501c092943e
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SpecTex: {instanceID: 0}
|
||||
- _BumpMap: {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:
|
||||
@@ -0,0 +1,390 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Oriented/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:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale,_OrientedBumpMap,_OrientedNormalMapScale}, NormalMaps:{}}}", Float) = 1
|
||||
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
|
||||
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_SpecTex,_Occlusion,_OrientedMaterialMap,_OrientedOcclusion}}}", 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
|
||||
|
||||
// Directional Blend
|
||||
_DirectionalBlendProperties ("'Directional Blend' {Section:{Color:14}}", Float) = 0
|
||||
_DirectionalBlendDirection ("'Direction' {Vector:Euler}", Vector) = (0,1,0,0)
|
||||
_DirectionalBlendDirectionEulerUI ("'Rotation' {Vector:3}", Vector) = (0,0,0,0)
|
||||
_OrientedScale ("'Weight' {Min:0, Max:1}", Float) = 1.0
|
||||
_OrientedCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0.25
|
||||
_OrientedBlend ("'Blend' {Min:0.0001, Max:1}", Float) = 0.1
|
||||
_DirectionalBlendAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Oriented Textures
|
||||
_OrientedTextures ("'Oriented Textures' {Section:{Color:15}}", Float) = 0
|
||||
_OrientedColor ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_OrientedMainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_OrientedMainTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_OrientedMaterialMap ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_OrientedMainTex}", 2D) = "white" {}
|
||||
_OrientedBumpMap ("'Normals' {Visualize:{NRM}, Parent:_OrientedMainTex}", 2D) = "bump" {}
|
||||
_OrientedColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Oriented Properties
|
||||
_OrientedPhysicalProperties ("'Oriented Properties' {Section:{Color:16}}", Float) = 0
|
||||
_OrientedMetallic ("'Metallic' {Min:0, Max:1}", Float) = 1
|
||||
_OrientedSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 1
|
||||
_OrientedSpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
|
||||
_OrientedRoughness ("'Roughness' {Min:0, Max:1}", Float) = 1
|
||||
_OrientedOcclusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_OrientedNormalMapScale ("'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/OrientedBlend.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/OrientedBlend.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/OrientedBlend.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/OrientedBlend.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/OrientedBlend.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,30 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4caca71c514d0d545ae5889fcd6720ee
|
||||
timeCreated: 1422805925
|
||||
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}
|
||||
- _EmissionMap: {instanceID: 0}
|
||||
- _IncandescenceMap: {instanceID: 0}
|
||||
- _RimTex: {instanceID: 0}
|
||||
- _DissolveTex: {instanceID: 0}
|
||||
- _BlendMap: {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 +1,204 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Oriented/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:{_OrientedBumpMap,_OrientedNormalMapScale}, NormalMaps:{}}}", Float) = 1
|
||||
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
|
||||
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_SpecTex,_Occlusion,_OrientedMaterialMap,_OrientedOcclusion}}}", Float) = 0
|
||||
|
||||
// Oriented Textures
|
||||
_OrientedTextures ("'Oriented Textures' {Section:{Color:15}}", Float) = 0
|
||||
_OrientedColor ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_OrientedMainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_OrientedMainTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_OrientedMaterialMap ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_OrientedMainTex}", 2D) = "white" {}
|
||||
_OrientedBumpMap ("'Normals' {Visualize:{NRM}, Parent:_OrientedMainTex}", 2D) = "bump" {}
|
||||
_OrientedColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Oriented Properties
|
||||
_OrientedPhysicalProperties ("'Oriented Properties' {Section:{Color:16}}", Float) = 0
|
||||
_OrientedMetallic ("'Metallic' {Min:0, Max:1}", Float) = 1
|
||||
_OrientedSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 1
|
||||
_OrientedSpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
|
||||
_OrientedRoughness ("'Roughness' {Min:0, Max:1}", Float) = 1
|
||||
_OrientedOcclusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_OrientedNormalMapScale ("'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
|
||||
_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 _ _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/OrientedCore.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 _ _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/OrientedCore.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 multi_compile_shadowcaster
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/OrientedCore.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 _ _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/OrientedCore.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/Shaders/Definition/OrientedCore.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 72c1bfcb574a0ae488e57b7d388ec419
|
||||
timeCreated: 1423409017
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,339 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Transmission/OneSided (Forward)" {
|
||||
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
|
||||
[Enum(Front, 1, Back, 2)]
|
||||
_ShadowCullMode ("'Shadow Cull Mode' {Dropdown:{Off:{}, Front:{}, Back:{}}}", Float) = 2
|
||||
|
||||
// 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
|
||||
|
||||
// Transmission
|
||||
_TransmissionProperties ("'Transmission' {Section:{Color:3}}", Float) = 0
|
||||
_TransColor ("'Tint' {}", Color) = (1,1,1)
|
||||
_TransTex ("'Transmission(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
|
||||
[Gamma]
|
||||
_TransScale ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_TransDistortion ("'Bump Distortion' {Min:0, Max:1}", Float) = 0.05
|
||||
_TransPower ("'Falloff' {Min: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
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
#define A_FORWARD_ONLY_SHADER
|
||||
ENDCG
|
||||
|
||||
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/Transmission.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/Transmission.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "SHADOWCASTER"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
Cull [_ShadowCullMode]
|
||||
|
||||
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/Transmission.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 _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/Transmission.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a0e9aab18dbb41d4eade405c13b9b4e1
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SpecTex: {instanceID: 0}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _TransTex: {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}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,373 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Transmission/OneSided" {
|
||||
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
|
||||
[Enum(Front, 1, Back, 2)]
|
||||
_ShadowCullMode ("'Shadow Cull Mode' {Dropdown:{Off:{}, Front:{}, Back:{}}}", Float) = 2
|
||||
|
||||
// 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
|
||||
|
||||
// Transmission
|
||||
_TransmissionProperties ("'Transmission' {Section:{Color:3}}", Float) = 0
|
||||
_TransTex ("'Transmission(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
|
||||
[Gamma]
|
||||
_TransScale ("'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 _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/Transmission.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/Transmission.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "SHADOWCASTER"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
Cull [_ShadowCullMode]
|
||||
|
||||
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/Transmission.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/Transmission.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/Transmission.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8c9015e629b0b4240b578c63a1b4bcdc
|
||||
timeCreated: 1441334746
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SpecTex: {instanceID: 0}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _TransTex: {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 +1,342 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Transmission/TwoSided (Forward)" {
|
||||
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:{_TransInvertBackNormal,_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
|
||||
_TransInvertBackNormal ("'Invert Back Normals' {Toggle:{On:{}, Off:{}}}", 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
|
||||
|
||||
// Transmission
|
||||
_TransmissionProperties ("'Transmission' {Section:{Color:3}}", Float) = 0
|
||||
_TransColor ("'Tint' {}", Color) = (1,1,1)
|
||||
_TransTex ("'Transmission(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
|
||||
[Gamma]
|
||||
_TransScale ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_TransShadowWeight ("'Shadow Weight' {Min:0, Max:1}", Float) = 0.5
|
||||
_TransDistortion ("'Bump Distortion' {Min:0, Max:1}", Float) = 0.05
|
||||
_TransPower ("'Falloff' {Min: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
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
#define A_FORWARD_ONLY_SHADER
|
||||
#define A_TWO_SIDED_SHADER
|
||||
ENDCG
|
||||
|
||||
SubShader {
|
||||
Tags {
|
||||
"RenderType" = "Opaque"
|
||||
"PerformanceChecks" = "False"
|
||||
//"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
ZWrite [_ZWrite]
|
||||
Cull 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 _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/Transmission.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend [_SrcBlend] One
|
||||
ZWrite Off
|
||||
Cull 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/Transmission.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "SHADOWCASTER"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
Cull Off
|
||||
|
||||
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/Transmission.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 _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/Transmission.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fc44eed2d2e28e243b23ee0b37fa873d
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SpecTex: {instanceID: 0}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _TransTex: {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}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,380 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Transmission/TwoSided" {
|
||||
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:{_TransInvertBackNormal,_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
|
||||
_TransInvertBackNormal ("'Invert Back Normals' {Toggle:{On:{}, Off:{}}}", 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
|
||||
|
||||
// Transmission
|
||||
_TransmissionProperties ("'Transmission' {Section:{Color:3}}", Float) = 0
|
||||
_TransTex ("'Transmission(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
|
||||
[Gamma]
|
||||
_TransScale ("'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
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
#define A_TWO_SIDED_SHADER
|
||||
ENDCG
|
||||
|
||||
SubShader {
|
||||
Tags {
|
||||
"RenderType" = "Opaque"
|
||||
"PerformanceChecks" = "False"
|
||||
//"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
ZWrite [_ZWrite]
|
||||
Cull 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 _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/Transmission.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend [_SrcBlend] One
|
||||
ZWrite Off
|
||||
Cull 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/Transmission.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "SHADOWCASTER"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
Cull Off
|
||||
|
||||
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/Transmission.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "DEFERRED"
|
||||
Tags { "LightMode" = "Deferred" }
|
||||
|
||||
Cull Off
|
||||
|
||||
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/Transmission.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/Transmission.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 44a25746c408e294798fbba0db332085
|
||||
timeCreated: 1441334738
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SpecTex: {instanceID: 0}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _TransTex: {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 +1,300 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/TriPlanar" {
|
||||
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:{_PrimaryBumpMap,_PrimaryBumpScale,_SecondaryBumpMap,_SecondaryBumpScale,_TertiaryBumpMap,_TertiaryBumpScale,_QuaternaryBumpMap,_QuaternaryBumpScale}, NormalMaps:{}}}", Float) = 1
|
||||
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
|
||||
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_PrimaryMaterialMap,_PrimaryOcclusion,_SecondaryMaterialMap,_SecondaryOcclusion,_TertiaryMaterialMap,_TertiaryOcclusion,_QuaternaryMaterialMap,_QuaternaryOcclusion}}}", Float) = 0
|
||||
|
||||
// Primary Textures
|
||||
_PrimaryTextures ("'Primary Textures' {Section:{Color:0}}", Float) = 0
|
||||
_PrimaryColor ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_PrimaryMainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_PrimaryMainTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_PrimaryMaterialMap ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_PrimaryMainTex}", 2D) = "white" {}
|
||||
_PrimaryBumpMap ("'Normals' {Visualize:{NRM}, Parent:_PrimaryMainTex}", 2D) = "bump" {}
|
||||
_PrimaryColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Primary Properties
|
||||
_PrimaryPhysicalProperties ("'Primary Properties' {Section:{Color:0}}", Float) = 0
|
||||
_PrimaryMetallic ("'Metallic' {Min:0, Max:1}", Float) = 1
|
||||
_PrimarySpecularity ("'Specularity' {Min:0, Max:1}", Float) = 1
|
||||
_PrimarySpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
|
||||
_PrimaryRoughness ("'Roughness' {Min:0, Max:1}", Float) = 1
|
||||
_PrimaryOcclusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_PrimaryBumpScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Secondary Textures
|
||||
[Toggle(_SECONDARY_TRIPLANAR_ON)]
|
||||
_SecondaryTextures ("'Secondary Textures' {Feature:{Color:1, Hide:{_SecondaryPhysicalProperties}}}", Float) = 0
|
||||
_SecondaryColor ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_SecondaryMainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_SecondaryMainTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_SecondaryMaterialMap ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_SecondaryMainTex}", 2D) = "white" {}
|
||||
_SecondaryBumpMap ("'Normals' {Visualize:{NRM}, Parent:_SecondaryMainTex}", 2D) = "bump" {}
|
||||
_SecondaryColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Secondary Properties
|
||||
_SecondaryPhysicalProperties ("'Secondary Properties' {Section:{Color:1}}", Float) = 0
|
||||
_SecondaryMetallic ("'Metallic' {Min:0, Max:1}", Float) = 1
|
||||
_SecondarySpecularity ("'Specularity' {Min:0, Max:1}", Float) = 1
|
||||
_SecondarySpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
|
||||
_SecondaryRoughness ("'Roughness' {Min:0, Max:1}", Float) = 1
|
||||
_SecondaryOcclusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_SecondaryBumpScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Tertiary Textures
|
||||
[Toggle(_TERTIARY_TRIPLANAR_ON)]
|
||||
_TertiaryTextures ("'Tertiary Textures' {Feature:{Color:2, Hide:{_TertiaryPhysicalProperties}}}", Float) = 0
|
||||
_TertiaryColor ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_TertiaryMainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_TertiaryMainTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_TertiaryMaterialMap ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_TertiaryMainTex}", 2D) = "white" {}
|
||||
_TertiaryBumpMap ("'Normals' {Visualize:{NRM}, Parent:_TertiaryMainTex}", 2D) = "bump" {}
|
||||
_TertiaryColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Tertiary Properties
|
||||
_TertiaryPhysicalProperties ("'Tertiary Properties' {Section:{Color:2}}", Float) = 0
|
||||
_TertiaryMetallic ("'Metallic' {Min:0, Max:1}", Float) = 1
|
||||
_TertiarySpecularity ("'Specularity' {Min:0, Max:1}", Float) = 1
|
||||
_TertiarySpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
|
||||
_TertiaryRoughness ("'Roughness' {Min:0, Max:1}", Float) = 1
|
||||
_TertiaryOcclusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_TertiaryBumpScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Quaternary Textures
|
||||
[Toggle(_QUATERNARY_TRIPLANAR_ON)]
|
||||
_QuaternaryTextures ("'Quaternary Textures' {Feature:{Color:3, Hide:{_QuaternaryPhysicalProperties}}}", Float) = 0
|
||||
_QuaternaryColor ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_QuaternaryMainTex ("'Base Color(RGB) Rough(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_QuaternaryMainTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_QuaternaryMaterialMap ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_QuaternaryMainTex}", 2D) = "white" {}
|
||||
_QuaternaryBumpMap ("'Normals' {Visualize:{NRM}, Parent:_QuaternaryMainTex}", 2D) = "bump" {}
|
||||
_QuaternaryColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Quaternary Properties
|
||||
_QuaternaryPhysicalProperties ("'Quaternary Properties' {Section:{Color:3}}", Float) = 0
|
||||
_QuaternaryMetallic ("'Metallic' {Min:0, Max:1}", Float) = 0
|
||||
_QuaternarySpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_QuaternarySpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
|
||||
_QuaternaryRoughness ("'Roughness' {Min:0, Max:1}", Float) = 1
|
||||
_QuaternaryOcclusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_QuaternaryBumpScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Triplanar
|
||||
_TriplanarProperties ("'Triplanar' {Section:{Color:4}}", Float) = 0
|
||||
[Toggle(_TRIPLANARMODE_WORLD)]
|
||||
_TriplanarMode ("'Mode' {Dropdown:{Object:{}, World:{}}}", Float) = 1
|
||||
_TriplanarBlendSharpness ("'Sharpness' {Min:1, Max:50}", Float) = 2
|
||||
|
||||
// Rim Emission
|
||||
[Toggle(_RIM_ON)]
|
||||
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
|
||||
[HDR]
|
||||
_RimColor ("'Tint' {}", Color) = (1,1,1)
|
||||
[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
|
||||
_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" }
|
||||
|
||||
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 _TRIPLANARMODE_WORLD
|
||||
#pragma shader_feature _SECONDARY_TRIPLANAR_ON
|
||||
#pragma shader_feature _TERTIARY_TRIPLANAR_ON
|
||||
#pragma shader_feature _QUATERNARY_TRIPLANAR_ON
|
||||
#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/Shaders/Definition/TriPlanar.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 _TRIPLANARMODE_WORLD
|
||||
#pragma shader_feature _SECONDARY_TRIPLANAR_ON
|
||||
#pragma shader_feature _TERTIARY_TRIPLANAR_ON
|
||||
#pragma shader_feature _QUATERNARY_TRIPLANAR_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/Shaders/Definition/TriPlanar.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 _TRIPLANARMODE_WORLD
|
||||
#pragma shader_feature _SECONDARY_TRIPLANAR_ON
|
||||
#pragma shader_feature _TERTIARY_TRIPLANAR_ON
|
||||
#pragma shader_feature _QUATERNARY_TRIPLANAR_ON
|
||||
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/TriPlanar.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 _TRIPLANARMODE_WORLD
|
||||
#pragma shader_feature _SECONDARY_TRIPLANAR_ON
|
||||
#pragma shader_feature _TERTIARY_TRIPLANAR_ON
|
||||
#pragma shader_feature _QUATERNARY_TRIPLANAR_ON
|
||||
#pragma shader_feature _RIM_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/Shaders/Definition/TriPlanar.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 _TRIPLANARMODE_WORLD
|
||||
#pragma shader_feature _SECONDARY_TRIPLANAR_ON
|
||||
#pragma shader_feature _TERTIARY_TRIPLANAR_ON
|
||||
#pragma shader_feature _QUATERNARY_TRIPLANAR_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/TriPlanar.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2b91f6aff1a953b4687dfa34aeb0fce7
|
||||
timeCreated: 1431268696
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,352 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Vertex 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:{_Normal0,_SplatBumpScale0,_Normal1,_SplatBumpScale1,_Normal2,_SplatBumpScale2,_Normal3,_SplatBumpScale3,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
|
||||
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
|
||||
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_MaterialMap0,_SplatOcclusion0,_MaterialMap1,_SplatOcclusion1,_MaterialMap2,_SplatOcclusion2,_MaterialMap3,_SplatOcclusion3}}}", Float) = 0
|
||||
|
||||
// Red Splat
|
||||
_Splat0Textures ("'Red Splat' {Section:{Color:{150,0,0}}}", Float) = 0
|
||||
_Splat0Tint ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_Splat0 ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_Splat0Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_Splat0UV ("UV Set", Float) = 0
|
||||
_MaterialMap0 ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_Splat0}", 2D) = "white" {}
|
||||
_Normal0 ("'Normals' {Visualize:{NRM}, Parent:_Splat0}", 2D) = "bump" {}
|
||||
|
||||
// Red Splat Properties
|
||||
_Splat0PhysicalProperties("'Red Splat Properties' {Section:{Color:{150,0,0}}}", Float) = 0
|
||||
_Metallic0 ("'Metallic' {Min:0, Max:1}", Float) = 0.0
|
||||
_SplatSpecularity0 ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_SplatSpecularTint0 ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0
|
||||
_SplatRoughness0 ("'Roughness' {Min:0, Max:1}", Float) = 1.0
|
||||
_SplatOcclusion0 ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_SplatBumpScale0 ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Green Splat
|
||||
_Splat1Textures ("'Green Splat' {Section:{Color:{0,149,0}}}", Float) = 0
|
||||
_Splat1Tint ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_Splat1 ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_Splat1Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_Splat1UV ("UV Set", Float) = 0
|
||||
_MaterialMap1 ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_Splat1}", 2D) = "white" {}
|
||||
_Normal1 ("'Normals' {Visualize:{NRM}, Parent:_Splat1}", 2D) = "bump" {}
|
||||
|
||||
// Green Splat Properties
|
||||
_Splat1PhysicalProperties("'Green Splat Properties' {Section:{Color:{0,149,0}}}", Float) = 0
|
||||
_Metallic1 ("'Metallic' {Min:0, Max:1}", Float) = 0.0
|
||||
_SplatSpecularity1 ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_SplatSpecularTint1 ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0
|
||||
_SplatRoughness1 ("'Roughness' {Min:0, Max:1}", Float) = 1.0
|
||||
_SplatOcclusion1 ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_SplatBumpScale1 ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Blue Splat
|
||||
_Splat2Textures ("'Blue Splat' {Section:{Color:{11,0,148}}}", Float) = 0
|
||||
_Splat2Tint ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_Splat2 ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_Splat2Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_Splat2UV ("UV Set", Float) = 0
|
||||
_MaterialMap2 ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_Splat2}", 2D) = "white" {}
|
||||
_Normal2 ("'Normals' {Visualize:{NRM}, Parent:_Splat2}", 2D) = "bump" {}
|
||||
|
||||
// Blue Splat Properties
|
||||
_Splat2PhysicalProperties("'Blue Splat Properties' {Section:{Color:{11,0,148}}}", Float) = 0
|
||||
_Metallic2 ("'Metallic' {Min:0, Max:1}", Float) = 0.0
|
||||
_SplatSpecularity2 ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_SplatSpecularTint2 ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0
|
||||
_SplatRoughness2 ("'Roughness' {Min:0, Max:1}", Float) = 1.0
|
||||
_SplatOcclusion2 ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_SplatBumpScale2 ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Alpha Splat
|
||||
[Toggle(_SPECGLOSSMAP)]
|
||||
_Splat3Textures("'Alpha Splat' {Feature:{Color:{0,0,0},Hide:{_Splat3PhysicalProperties}}}", Float) = 0
|
||||
_Splat3Tint ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_Splat3 ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_Splat3Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_Splat3UV ("UV Set", Float) = 0
|
||||
_MaterialMap3 ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_Splat3}", 2D) = "white" {}
|
||||
_Normal3 ("'Normals' {Visualize:{NRM}, Parent:_Splat3}", 2D) = "bump" {}
|
||||
|
||||
// Alpha Splat Properties
|
||||
_Splat3PhysicalProperties("'Alpha Splat Properties' {Section:{Color:{0,0,0}}}", Float) = 0
|
||||
_Metallic3 ("'Metallic' {Min:0, Max:1}", Float) = 0.0
|
||||
_SplatSpecularity3 ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_SplatSpecularTint3 ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0
|
||||
_SplatRoughness3 ("'Roughness' {Min:0, Max:1}", Float) = 1.0
|
||||
_SplatOcclusion3 ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_SplatBumpScale3 ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Triplanar
|
||||
[Toggle(_METALLICGLOSSMAP)]
|
||||
_TriplanarProperties ("'Triplanar' {Feature:{Color:4}}", Float) = 0
|
||||
[Toggle(_TRIPLANARMODE_WORLD)]
|
||||
_TriplanarMode ("'Mode' {Dropdown:{Object:{}, World:{}}}", Float) = 1
|
||||
_TriplanarBlendSharpness ("'Sharpness' {Min:1, Max:50}", Float) = 2
|
||||
|
||||
// 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
|
||||
|
||||
// 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
|
||||
|
||||
// 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 _SPECGLOSSMAP
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _TRIPLANARMODE_WORLD
|
||||
#pragma shader_feature _AO2_ON
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _DECAL_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/VertexBlend.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 _SPECGLOSSMAP
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _TRIPLANARMODE_WORLD
|
||||
#pragma shader_feature _AO2_ON
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#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/Shaders/Definition/VertexBlend.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 _SPECGLOSSMAP
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _TRIPLANARMODE_WORLD
|
||||
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/VertexBlend.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 _SPECGLOSSMAP
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _TRIPLANARMODE_WORLD
|
||||
#pragma shader_feature _AO2_ON
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _DECAL_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/VertexBlend.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 _SPECGLOSSMAP
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _TRIPLANARMODE_WORLD
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _DECAL_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/VertexBlend.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Fallback "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3d91c8b84edaa51408e097e8e8464303
|
||||
timeCreated: 1472697217
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,406 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Weighted 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:{_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
|
||||
|
||||
// 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
|
||||
|
||||
// Weighted Blend
|
||||
_WeightedBlendProperties ("'Weighted Blend' {Section:{Color:14}}", Float) = 0
|
||||
_BlendMap ("'Heightmap(G)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_BlendMapUV ("UV Set", Float) = 0
|
||||
_BlendScale ("'Weight' {Min:0, Max:1}", Float) = 1.0
|
||||
_BlendCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0.25
|
||||
_Blend ("'Blend' {Min:0.0001, Max:1}", Float) = 0.1
|
||||
_BlendAlphaVertexTint ("'Vertex Alpha Tint' {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
|
||||
|
||||
// Secondary Emission
|
||||
[Toggle(_EMISSION2_ON)]
|
||||
_Emission2 ("'Secondary Emission' {Feature:{Color:17}}", Float) = 0
|
||||
[HDR]
|
||||
_Emission2Color ("'Tint' {}", Color) = (1,1,1)
|
||||
_EmissionMap2 ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex2}", 2D) = "white" {}
|
||||
_IncandescenceMap2 ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_IncandescenceMap2Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_IncandescenceMap2UV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_Emission2Weight ("'Weight' {Min:0, Max:1}", 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 _EMISSION2_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/Shaders/Definition/WeightedBlend.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/WeightedBlend.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/WeightedBlend.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 _EMISSION2_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/Shaders/Definition/WeightedBlend.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 shader_feature _EMISSION2_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/WeightedBlend.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 390afd9107179ea41ac85504d12ec180
|
||||
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}
|
||||
- _EmissionMap: {instanceID: 0}
|
||||
- _IncandescenceMap: {instanceID: 0}
|
||||
- _RimTex: {instanceID: 0}
|
||||
- _DissolveTex: {instanceID: 0}
|
||||
- _BlendMap: {instanceID: 0}
|
||||
- _MainTex2: {instanceID: 0}
|
||||
- _MaterialMap2: {instanceID: 0}
|
||||
- _BumpMap2: {instanceID: 0}
|
||||
- _EmissionMap2: {instanceID: 0}
|
||||
- _IncandescenceMap2: {instanceID: 0}
|
||||
- _RimTex2: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3804da1ec747999468ebd274ed567567
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,87 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Particles/Additive" {
|
||||
Properties {
|
||||
// Particle Properties
|
||||
_ParticleProperties ("'Particle Textures' {Section:{Color:0}}", Float) = 0
|
||||
[HDR]
|
||||
_TintColor ("'Tint' {}", Color) = (0.5,0.5,0.5,0.5)
|
||||
[LM_MasterTilingOffset] [LM_Albedo]
|
||||
_MainTex ("'Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_MainTexSpin ("Spin", Float) = 0
|
||||
[Gamma]
|
||||
_TintWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_InvFade ("'Soft Particles Factor' {Min:0.01, Max:3}", Float) = 1
|
||||
|
||||
// Particle Effects Properties
|
||||
[Toggle(_PARTICLE_EFFECTS_ON)]
|
||||
_ParticleEffects ("'Particle Effects' {Feature:{Color:1}}", Float) = 0
|
||||
_ParticleEffectMask1 ("'Mask 1(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask1Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask1Spin ("Spin", Float) = 0
|
||||
_ParticleEffectMask2 ("'Mask 2(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask2Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask2Spin ("Spin", Float) = 0
|
||||
|
||||
// Rim Fade Properties
|
||||
[Toggle(_RIM_FADE_ON)]
|
||||
_RimFadeProperties ("'Rim Fade' {Feature:{Color:2}}", Float) = 0
|
||||
[Gamma]
|
||||
_RimFadeWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_RimFadePower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// Distance Fade Properties
|
||||
[Toggle(_DISTANCE_FADE_ON)]
|
||||
_DistanceFadeProperties ("'Distance Fade' {Feature:{Color:3}}", Float) = 0
|
||||
_DistanceFadeNearFadeCutoff ("'Near Fade Cutoff' {Min:0}", Float) = 1
|
||||
_DistanceFadeRange ("'Range' {Min:0.5}", Float) = 1
|
||||
|
||||
// Advanced Options
|
||||
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
|
||||
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags {
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
"PreviewType" = "Plane"
|
||||
}
|
||||
Blend SrcAlpha One
|
||||
AlphaTest Greater .01
|
||||
ColorMask RGB
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
|
||||
#pragma shader_feature _PARTICLE_EFFECTS_ON
|
||||
#pragma shader_feature _RIM_FADE_ON
|
||||
#pragma shader_feature _DISTANCE_FADE_ON
|
||||
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#include "Assets/Alloy/Shaders/Framework/Particle.cginc"
|
||||
|
||||
half4 aMainFragmentShader(
|
||||
AFragmentInput i) : SV_Target
|
||||
{
|
||||
i.color.a *= aFadeParticle(i);
|
||||
return aParticleOutputAdd(i, 2.0f * i.color * _TintColor * aParticleEffects(i));
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4a113e75fd13ca840855749134da4d5a
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,92 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Particles/~Additive-Multiply" {
|
||||
Properties {
|
||||
// Particle Properties
|
||||
_ParticleProperties ("'Particle Textures' {Section:{Color:0}}", Float) = 0
|
||||
[HDR]
|
||||
_TintColor ("'Tint' {}", Color) = (0.5,0.5,0.5,0.5)
|
||||
[LM_MasterTilingOffset] [LM_Albedo]
|
||||
_MainTex ("'Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_MainTexSpin ("Spin", Float) = 0
|
||||
[Gamma]
|
||||
_TintWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_InvFade ("'Soft Particles Factor' {Min:0.01, Max:3}", Float) = 1
|
||||
|
||||
// Particle Effects Properties
|
||||
[Toggle(_PARTICLE_EFFECTS_ON)]
|
||||
_ParticleEffects ("'Particle Effects' {Feature:{Color:1}}", Float) = 0
|
||||
_ParticleEffectMask1 ("'Mask 1(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask1Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask1Spin ("Spin", Float) = 0
|
||||
_ParticleEffectMask2 ("'Mask 2(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask2Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask2Spin ("Spin", Float) = 0
|
||||
|
||||
// Rim Fade Properties
|
||||
[Toggle(_RIM_FADE_ON)]
|
||||
_RimFadeProperties ("'Rim Fade' {Feature:{Color:2}}", Float) = 0
|
||||
[Gamma]
|
||||
_RimFadeWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_RimFadePower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// Distance Fade Properties
|
||||
[Toggle(_DISTANCE_FADE_ON)]
|
||||
_DistanceFadeProperties ("'Distance Fade' {Feature:{Color:3}}", Float) = 0
|
||||
_DistanceFadeNearFadeCutoff ("'Near Fade Cutoff' {Min:0}", Float) = 1
|
||||
_DistanceFadeRange ("'Range' {Min:0.5}", Float) = 1
|
||||
|
||||
// Advanced Options
|
||||
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
|
||||
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags {
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
"PreviewType" = "Plane"
|
||||
}
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask RGB
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
|
||||
#pragma shader_feature _PARTICLE_EFFECTS_ON
|
||||
#pragma shader_feature _RIM_FADE_ON
|
||||
#pragma shader_feature _DISTANCE_FADE_ON
|
||||
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#include "Assets/Alloy/Shaders/Framework/Particle.cginc"
|
||||
|
||||
half4 aMainFragmentShader(
|
||||
AFragmentInput i) : SV_Target
|
||||
{
|
||||
i.color *= aFadeParticle(i);
|
||||
|
||||
half4 col;
|
||||
half4 tex = aParticleEffects(i);
|
||||
col.rgb = _TintColor.rgb * tex.rgb * i.color.rgb * 2.0f;
|
||||
col.a = (1 - tex.a) * (_TintColor.a * i.color.a * 2.0f);
|
||||
return aParticleOutputAdd(i, col);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4529fc113df270944ada8ca30b3c630e
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,89 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Particles/Additive (Soft)" {
|
||||
Properties {
|
||||
// Particle Properties
|
||||
_ParticleProperties ("'Particle Textures' {Section:{Color:0}}", Float) = 0
|
||||
[HDR]
|
||||
_TintColor ("'Tint' {}", Color) = (1,1,1,1)
|
||||
[LM_MasterTilingOffset] [LM_Albedo]
|
||||
_MainTex ("'Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_MainTexSpin ("Spin", Float) = 0
|
||||
[Gamma]
|
||||
_TintWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_InvFade ("'Soft Particles Factor' {Min:0.01, Max:3}", Float) = 1
|
||||
|
||||
// Particle Effects Properties
|
||||
[Toggle(_PARTICLE_EFFECTS_ON)]
|
||||
_ParticleEffects ("'Particle Effects' {Feature:{Color:1}}", Float) = 0
|
||||
_ParticleEffectMask1 ("'Mask 1(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask1Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask1Spin ("Spin", Float) = 0
|
||||
_ParticleEffectMask2 ("'Mask 2(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask2Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask2Spin ("Spin", Float) = 0
|
||||
|
||||
// Rim Fade Properties
|
||||
[Toggle(_RIM_FADE_ON)]
|
||||
_RimFadeProperties ("'Rim Fade' {Feature:{Color:2}}", Float) = 0
|
||||
[Gamma]
|
||||
_RimFadeWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_RimFadePower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// Distance Fade Properties
|
||||
[Toggle(_DISTANCE_FADE_ON)]
|
||||
_DistanceFadeProperties ("'Distance Fade' {Feature:{Color:3}}", Float) = 0
|
||||
_DistanceFadeNearFadeCutoff ("'Near Fade Cutoff' {Min:0}", Float) = 1
|
||||
_DistanceFadeRange ("'Range' {Min:0.5}", Float) = 1
|
||||
|
||||
// Advanced Options
|
||||
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
|
||||
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags {
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
"PreviewType" = "Plane"
|
||||
}
|
||||
Blend One OneMinusSrcColor
|
||||
ColorMask RGB
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
|
||||
#pragma shader_feature _PARTICLE_EFFECTS_ON
|
||||
#pragma shader_feature _RIM_FADE_ON
|
||||
#pragma shader_feature _DISTANCE_FADE_ON
|
||||
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#include "Assets/Alloy/Shaders/Framework/Particle.cginc"
|
||||
|
||||
half4 aMainFragmentShader(
|
||||
AFragmentInput i) : SV_Target
|
||||
{
|
||||
i.color.a *= aFadeParticle(i);
|
||||
|
||||
half4 col = i.color * _TintColor * aParticleEffects(i);
|
||||
col.rgb *= col.a;
|
||||
return aParticleOutputAdd(i, col);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ec45c513ae41df548a09353377bd9f03
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,87 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Particles/Alpha Blended" {
|
||||
Properties {
|
||||
// Particle Properties
|
||||
_ParticleProperties ("'Particle Textures' {Section:{Color:0}}", Float) = 0
|
||||
[HDR]
|
||||
_TintColor ("'Tint' {}", Color) = (0.5,0.5,0.5,0.5)
|
||||
[LM_MasterTilingOffset] [LM_Albedo]
|
||||
_MainTex ("'Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_MainTexSpin ("Spin", Float) = 0
|
||||
[Gamma]
|
||||
_TintWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_InvFade ("'Soft Particles Factor' {Min:0.01, Max:3}", Float) = 1
|
||||
|
||||
// Particle Effects Properties
|
||||
[Toggle(_PARTICLE_EFFECTS_ON)]
|
||||
_ParticleEffects ("'Particle Effects' {Feature:{Color:1}}", Float) = 0
|
||||
_ParticleEffectMask1 ("'Mask 1(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask1Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask1Spin ("Spin", Float) = 0
|
||||
_ParticleEffectMask2 ("'Mask 2(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask2Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask2Spin ("Spin", Float) = 0
|
||||
|
||||
// Rim Fade Properties
|
||||
[Toggle(_RIM_FADE_ON)]
|
||||
_RimFadeProperties ("'Rim Fade' {Feature:{Color:2}}", Float) = 0
|
||||
[Gamma]
|
||||
_RimFadeWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_RimFadePower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// Distance Fade Properties
|
||||
[Toggle(_DISTANCE_FADE_ON)]
|
||||
_DistanceFadeProperties ("'Distance Fade' {Feature:{Color:3}}", Float) = 0
|
||||
_DistanceFadeNearFadeCutoff ("'Near Fade Cutoff' {Min:0}", Float) = 1
|
||||
_DistanceFadeRange ("'Range' {Min:0.5}", Float) = 1
|
||||
|
||||
// Advanced Options
|
||||
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
|
||||
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags {
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
"PreviewType" = "Plane"
|
||||
}
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
AlphaTest Greater .01
|
||||
ColorMask RGB
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
|
||||
#pragma shader_feature _PARTICLE_EFFECTS_ON
|
||||
#pragma shader_feature _RIM_FADE_ON
|
||||
#pragma shader_feature _DISTANCE_FADE_ON
|
||||
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#include "Assets/Alloy/Shaders/Framework/Particle.cginc"
|
||||
|
||||
half4 aMainFragmentShader(
|
||||
AFragmentInput i) : SV_Target
|
||||
{
|
||||
i.color.a *= aFadeParticle(i);
|
||||
return aParticleOutputBase(i, 2.0f * i.color * _TintColor * aParticleEffects(i));
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a9361741646c2c145b040385d32039f0
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user