Initial commit

This commit is contained in:
msk
2022-01-22 20:13:49 -08:00
parent f9d23e5bcf
commit 687473573d
878 changed files with 70957 additions and 0 deletions
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guid: 5d8f95789bdeb8349abc933232933bd2
folderAsset: yes
DefaultImporter:
userData:
assetBundleName:
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
Shader "Alloy/Core" {
Properties {
// Global Settings
_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
_SrcBlend ("__src", Float) = 0
_DstBlend ("__dst", Float) = 0
_ZWrite ("__zw", Float) = 1
[LM_TransparencyCutOff]
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
[Toggle(EFFECT_BUMP)]
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_SpecTex,_Occlusion}}}", Float) = 0
// Main Textures
_MainTextures ("'Main Textures' {Section:{Color:0}}", Float) = 0
[LM_Albedo] [LM_Transparency]
_Color ("'Tint' {}", Color) = (1,1,1,1)
[LM_MasterTilingOffset] [LM_Albedo]
_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
_MainTexUV ("UV Set", Float) = 0
[LM_Metallic]
_SpecTex ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex}", 2D) = "white" {}
[LM_NormalMap]
_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Main Properties
_MainPhysicalProperties ("'Main Properties' {Section:{Color:1}}", Float) = 0
[LM_Metallic]
_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
_SpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_BumpScale ("'Normal Strength' {}", Float) = 1
// Parallax
[Toggle(_PARALLAXMAP)]
_ParallaxT ("'Parallax' {Feature:{Color:5}}", Float) = 0
[Toggle(_BUMPMODE_POM)]
_BumpMode ("'Mode' {Dropdown:{Parallax:{_MinSamples, _MaxSamples}, POM:{}}}", Float) = 0
_ParallaxMap ("'Heightmap(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "black" {}
_Parallax ("'Height' {Min:0, Max:0.08}", Float) = 0.02
_MinSamples ("'Min Samples' {Min:1}", Float) = 4
_MaxSamples ("'Max Samples' {Min:1}", Float) = 20
// AO2
[Toggle(_AO2_ON)]
_AO2 ("'AO2' {Feature:{Color:6}}", Float) = 0
_Ao2Map ("'AO2(G)' {Visualize:{RGB}}", 2D) = "white" {}
_Ao2MapUV ("UV Set", Float) = 1
_Ao2Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
// Detail
[Toggle(_DETAIL_MULX2)]
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
[Toggle(_NORMALMAP)]
_DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0
_DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
[Enum(Mul, 0, MulX2, 1)]
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
_DetailAlbedoMapUV ("UV Set", Float) = 0
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
// Team Color
[Toggle(_TEAMCOLOR_ON)]
_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
[Enum(Masks, 0, Tint, 1)]
_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
// Decal
[Toggle(_DECAL_ON)]
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
_DecalTexUV ("UV Set", Float) = 0
_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
// Emission
[Toggle(_EMISSION)]
_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
[LM_Emission]
[HDR]
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
[LM_Emission]
_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
_IncandescenceMapUV ("UV Set", Float) = 0
[Gamma]
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
// Rim Emission
[Toggle(_RIM_ON)]
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
[HDR]
_RimColor ("'Tint' {}", Color) = (1,1,1)
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
_RimTexUV ("UV Set", Float) = 0
[Gamma]
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
[Gamma]
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
// Dissolve
[Toggle(_DISSOLVE_ON)]
_Dissolve ("'Dissolve' {Feature:{Color:12}}", Float) = 0
[HDR]
_DissolveGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1)
_DissolveTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_DissolveTexUV ("UV Set", Float) = 0
_DissolveCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0
[Gamma]
_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
// Wetness
[Toggle(_WETNESS_ON)]
_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
_WetMaskUV ("UV Set", Float) = 0
_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
_WetTint ("'Tint' {}", Color) = (1,1,1,1)
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
_WetNormalMapUV ("UV Set", Float) = 0
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
_WetNormalMapScale ("'Normal Strength' {}", Float) = 1
// Forward Rendering Options
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
[ToggleOff]
_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
[ToggleOff]
_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
// Advanced Options
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
}
SubShader {
Tags {
"RenderType" = "Opaque"
"PerformanceChecks" = "False"
//"DisableBatching" = "LODFading"
}
LOD 300
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
CGPROGRAM
#pragma target 3.0
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _PARALLAXMAP
#pragma shader_feature _BUMPMODE_POM
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDBASE
#include "Assets/Alloy/Shaders/Definition/Core.cginc"
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend [_SrcBlend] One
ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _PARALLAXMAP
#pragma shader_feature _BUMPMODE_POM
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDADD
#include "Assets/Alloy/Shaders/Definition/Core.cginc"
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
ENDCG
}
Pass {
Name "SHADOWCASTER"
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
#pragma target 3.0
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _DISSOLVE_ON
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_SHADOWCASTER
#include "Assets/Alloy/Shaders/Definition/Core.cginc"
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
ENDCG
}
Pass {
Name "DEFERRED"
Tags { "LightMode" = "Deferred" }
CGPROGRAM
#pragma target 3.0
#pragma exclude_renderers nomrt gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _PARALLAXMAP
#pragma shader_feature _BUMPMODE_POM
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_prepassfinal
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_instancing
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_DEFERRED
#include "Assets/Alloy/Shaders/Definition/Core.cginc"
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
ENDCG
}
Pass {
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma exclude_renderers nomrt gles
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_META
#include "Assets/Alloy/Shaders/Definition/Core.cginc"
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
ENDCG
}
}
FallBack "VertexLit"
CustomEditor "AlloyFieldBasedEditor"
}
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- _MainTex: {instanceID: 0}
- _SpecTex: {instanceID: 0}
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@@ -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"
}
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- _ParallaxMap: {instanceID: 0}
- _DetailMask: {instanceID: 0}
- _DetailAlbedoMap: {instanceID: 0}
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- _DetailNormalMap: {instanceID: 0}
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licenseType: Pro
DefaultImporter:
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// 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:
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userData:
assetBundleName:
assetBundleVariant:
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@@ -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 @@
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guid: 3a9003da41c357c49b61bffffd4c8942
timeCreated: 1448718456
licenseType: Pro
ShaderImporter:
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folderAsset: yes
timeCreated: 1491187108
licenseType: Pro
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// 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:
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// 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 @@
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guid: f0f89d068d8dd1f4ca16be0691ef0407
ShaderImporter:
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userData:
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// 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:
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// 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
}
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timeCreated: 1439521648
licenseType: Pro
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// 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 @@
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guid: 582ab6c109f22334ba5257f8c933ecc8
ShaderImporter:
defaultTextures:
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- _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:
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- _SpecTex: {instanceID: 0}
- _BumpMap: {instanceID: 0}
- _SssBrdfTex: {fileID: 2800000, guid: d13510bb2be49aa40a66a0101efb6a36, type: 3}
- _DetailMask: {instanceID: 0}
- _DetailAlbedoMap: {instanceID: 0}
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type: 3}
- _DetailNormalMap: {instanceID: 0}
- _TeamColorMaskMap: {instanceID: 0}
- _DecalTex: {instanceID: 0}
- _EmissionMap: {instanceID: 0}
- _IncandescenceMap: {instanceID: 0}
- _RimTex: {instanceID: 0}
- _DissolveTex: {instanceID: 0}
userData:
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assetBundleVariant:
+330
View File
@@ -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"
}
@@ -0,0 +1,23 @@
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timeCreated: 1445805686
licenseType: Pro
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// 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"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 5d86150e60d8eef4ea7a4df3214dd657
timeCreated: 1477086134
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -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:
@@ -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:
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- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
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- _DetailNormalMap: {instanceID: 0}
- _Control: {instanceID: 0}
- _Splat3: {instanceID: 0}
- _Splat2: {instanceID: 0}
- _Splat1: {instanceID: 0}
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- _Normal1: {instanceID: 0}
- _Normal0: {instanceID: 0}
- _MainTex: {instanceID: 0}
userData:
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@@ -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 @@
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ShaderImporter:
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- _DetailNormalMap: {instanceID: 0}
userData:
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@@ -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 @@
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// 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"
}
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// 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:
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- _SpecTex: {instanceID: 0}
- _BumpMap: {instanceID: 0}
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userData:
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@@ -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
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userData:
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@@ -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:
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- _SpecTex: {instanceID: 0}
- _BumpMap: {instanceID: 0}
- _ParallaxMap: {instanceID: 0}
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userData:
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@@ -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 @@
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guid: 4caca71c514d0d545ae5889fcd6720ee
timeCreated: 1422805925
licenseType: Pro
ShaderImporter:
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- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
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- _DetailNormalMap: {instanceID: 0}
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userData:
assetBundleName:
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@@ -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 @@
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- _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 @@
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ShaderImporter:
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- _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}
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userData:
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folderAsset: yes
DefaultImporter:
userData:
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@@ -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 @@
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guid: 4529fc113df270944ada8ca30b3c630e
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defaultTextures: []
userData:
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@@ -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:
@@ -0,0 +1,88 @@
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
Shader "Alloy/Particles/Anim 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
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
#define A_PARTICLE_TEXTURE_BLEND_ON
#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"
}

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