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https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
synced 2026-06-03 04:34:26 -07:00
Initial commit
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// Alloy Physical Shader Framework
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// Copyright 2013-2017 RUST LLC.
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// http://www.alloy.rustltd.com/
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Shader "Alloy/Decal/Ambient" {
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Properties {
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// Main Textures
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_MainTextures ("'Main Textures' {Section:{Color:0}}", Float) = 0
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[LM_Albedo] [LM_Transparency]
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_Color ("'Tint' {}", Color) = (1,1,1,1)
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[LM_MasterTilingOffset] [LM_Albedo]
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_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB,A}}", 2D) = "white" {}
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_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
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_MainTexUV ("UV Set", Float) = 0
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_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
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// Team Color
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[Toggle(_TEAMCOLOR_ON)]
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_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
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[Enum(Masks, 0, Tint, 1)]
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_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
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_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
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_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
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_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
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_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
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_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
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_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
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// Advanced Options
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_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
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_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
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_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
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}
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SubShader {
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Tags {
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"Queue" = "AlphaTest"
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"IgnoreProjector" = "True"
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"RenderType" = "Opaque"
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"ForceNoShadowCasting" = "True"
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//"DisableBatching" = "LODFading"
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}
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LOD 300
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Offset -1,-1
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Pass {
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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Blend DstColor Zero
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ZWrite Off
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Cull Back
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers gles
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#pragma shader_feature _TEAMCOLOR_ON
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//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_FORWARDBASE
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#include "Assets/Alloy/Shaders/Definition/DecalAmbient.cginc"
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#include "Assets/Alloy/Shaders/Forward/Base.cginc"
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ENDCG
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}
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Pass {
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Name "DEFERRED"
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Tags { "LightMode" = "Deferred" }
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Blend DstColor Zero
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ZWrite Off
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Cull Back
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers nomrt gles
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#pragma shader_feature _TEAMCOLOR_ON
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//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
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#pragma multi_compile ___ UNITY_HDR_ON
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#pragma multi_compile_instancing
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_DEFERRED
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#include "Assets/Alloy/Shaders/Definition/DecalAmbient.cginc"
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#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
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ENDCG
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}
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}
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FallBack Off
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CustomEditor "AlloyFieldBasedEditor"
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}
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