mirror of
https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
synced 2026-06-02 20:24:26 -07:00
Initial commit
This commit is contained in:
@@ -0,0 +1,161 @@
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||||
// Alloy Physical Shader Framework
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||||
// Copyright 2013-2017 RUST LLC.
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||||
// http://www.alloy.rustltd.com/
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||||
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||||
Shader "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
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||||
[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
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||||
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
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||||
}
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||||
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||||
SubShader {
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||||
Tags {
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||||
"RenderType" = "Opaque"
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||||
}
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||||
LOD 200
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||||
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||||
Pass {
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||||
Name "FORWARD"
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||||
Tags { "LightMode" = "ForwardBase" }
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||||
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||||
CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers gles
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
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||||
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||||
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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//#pragma multi_compile __ VTRANSPARENCY_ON
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#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/Details0.cginc"
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#include "Assets/Alloy/Shaders/Forward/Base.cginc"
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ENDCG
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||||
}
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||||
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Pass {
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Name "FORWARD_DELTA"
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||||
Tags { "LightMode" = "ForwardAdd" }
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||||
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||||
Blend One One
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||||
ZWrite Off
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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 _ _SPECULARHIGHLIGHTS_OFF
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//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile_fog
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//#pragma multi_compile __ VTRANSPARENCY_ON
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_FORWARDADD
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#include "Assets/Alloy/Shaders/Definition/Details0.cginc"
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#include "Assets/Alloy/Shaders/Forward/Add.cginc"
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ENDCG
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||||
}
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||||
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||||
Pass {
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Name "SHADOWCASTER"
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||||
Tags { "LightMode" = "ShadowCaster" }
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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 multi_compile_shadowcaster
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||||
#pragma multi_compile_instancing
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||||
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||||
#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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||||
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#define UNITY_PASS_SHADOWCASTER
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||||
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#include "Assets/Alloy/Shaders/Definition/Details0.cginc"
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#include "Assets/Alloy/Shaders/Forward/Shadow.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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||||
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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 _ _GLOSSYREFLECTIONS_OFF
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||||
|
||||
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
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||||
#pragma multi_compile_prepassfinal
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||||
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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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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||||
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||||
#include "Assets/Alloy/Shaders/Definition/Details0.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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||||
Pass {
|
||||
Name "Meta"
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||||
Tags { "LightMode" = "Meta" }
|
||||
|
||||
Cull Off
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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 vertex aMainVertexShader
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||||
#pragma fragment aMainFragmentShader
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||||
|
||||
#define UNITY_PASS_META
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||||
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||||
#include "Assets/Alloy/Shaders/Definition/Details0.cginc"
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||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
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||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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||||
guid: 5d86150e60d8eef4ea7a4df3214dd657
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||||
timeCreated: 1477086134
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,170 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
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||||
// http://www.alloy.rustltd.com/
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||||
|
||||
Shader "Hidden/Alloy/Nature/Terrain/Details1" {
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||||
Properties {
|
||||
// Main Textures
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||||
_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
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||||
[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
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||||
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:
|
||||
- _DetailAlbedoMap: {instanceID: 0}
|
||||
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
|
||||
type: 3}
|
||||
- _DetailNormalMap: {instanceID: 0}
|
||||
- _Control: {instanceID: 0}
|
||||
- _Splat3: {instanceID: 0}
|
||||
- _Splat2: {instanceID: 0}
|
||||
- _Splat1: {instanceID: 0}
|
||||
- _Splat0: {instanceID: 0}
|
||||
- _Normal3: {instanceID: 0}
|
||||
- _Normal2: {instanceID: 0}
|
||||
- _Normal1: {instanceID: 0}
|
||||
- _Normal0: {instanceID: 0}
|
||||
- _MainTex: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,178 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Hidden/Alloy/Nature/Terrain/Distant" {
|
||||
Properties {
|
||||
// Distant Terrain
|
||||
_DistantSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_DistantSpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
|
||||
_DistantRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.5
|
||||
|
||||
// Detail
|
||||
[Toggle(_DETAIL_MULX2)]
|
||||
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
|
||||
[Enum(Mul, 0, MulX2, 1)]
|
||||
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
|
||||
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
|
||||
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Forward Rendering Options
|
||||
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
|
||||
[ToggleOff]
|
||||
_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
|
||||
[ToggleOff]
|
||||
_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
|
||||
|
||||
// Advanced Options
|
||||
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
|
||||
_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
|
||||
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
|
||||
// set by terrain engine
|
||||
_MainTex ("Base (RGB) Smoothness (A)", 2D) = "white" {}
|
||||
_MetallicTex ("Metallic (R)", 2D) = "white" {}
|
||||
_Smoothness ("Smoothness", Range(0.0, 1.0)) = 0.0
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
#define A_TERRAIN_DISTANT
|
||||
ENDCG
|
||||
|
||||
SubShader {
|
||||
Tags {
|
||||
"RenderType" = "Opaque"
|
||||
"Queue" = "Geometry-100"
|
||||
}
|
||||
LOD 200
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
|
||||
//#pragma multi_compile __ VTRANSPARENCY_ON
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_FORWARDBASE
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend One One
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
|
||||
//#pragma multi_compile __ VTRANSPARENCY_ON
|
||||
#pragma multi_compile_fwdadd_fullshadows
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_FORWARDADD
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "SHADOWCASTER"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma multi_compile_shadowcaster
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "DEFERRED"
|
||||
Tags { "LightMode" = "Deferred" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt gles
|
||||
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
|
||||
#pragma multi_compile_prepassfinal
|
||||
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_DEFERRED
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "Meta"
|
||||
Tags { "LightMode" = "Meta" }
|
||||
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt gles
|
||||
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ef968fede0fa8be47be2bb35732ddaab
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _DetailAlbedoMap: {instanceID: 0}
|
||||
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
|
||||
type: 3}
|
||||
- _DetailNormalMap: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,221 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Hidden/Alloy/Nature/Terrain/nSplat AddPass" {
|
||||
Properties {
|
||||
// Distant Terrain
|
||||
_DistantTerrainProperties ("'Terrain' {Section:{Color:1}}", Float) = 0
|
||||
_FadeDist ("'Fade Distance' {Min:0}", Float) = 500.0
|
||||
_FadeRange ("'Fade Range' {Min:0.0001}", Float) = 100.0
|
||||
_DistantSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_DistantSpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
|
||||
_DistantRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.5
|
||||
|
||||
// Triplanar
|
||||
[Toggle(_METALLICGLOSSMAP)]
|
||||
_TriplanarProperties ("'Triplanar' {Feature:{Color:4}}", Float) = 0
|
||||
_TriplanarBlendSharpness ("'Sharpness' {Min:1, Max:50}", Float) = 2
|
||||
|
||||
// Detail
|
||||
[Toggle(_DETAIL_MULX2)]
|
||||
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
|
||||
[Enum(Mul, 0, MulX2, 1)]
|
||||
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
|
||||
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
|
||||
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Forward Rendering Options
|
||||
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
|
||||
[ToggleOff]
|
||||
_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
|
||||
[ToggleOff]
|
||||
_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
|
||||
|
||||
// Advanced Options
|
||||
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
|
||||
_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
|
||||
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
|
||||
// set by terrain engine
|
||||
_Control ("Control (RGBA)", 2D) = "red" {}
|
||||
_Splat3 ("Layer 3 (A)", 2D) = "white" {}
|
||||
_Splat2 ("Layer 2 (B)", 2D) = "white" {}
|
||||
_Splat1 ("Layer 1 (G)", 2D) = "white" {}
|
||||
_Splat0 ("Layer 0 (R)", 2D) = "white" {}
|
||||
_Normal3 ("Normal 3 (A)", 2D) = "bump" {}
|
||||
_Normal2 ("Normal 2 (B)", 2D) = "bump" {}
|
||||
_Normal1 ("Normal 1 (G)", 2D) = "bump" {}
|
||||
_Normal0 ("Normal 0 (R)", 2D) = "bump" {}
|
||||
_Metallic0 ("Metallic 0", Range(0.0, 1.0)) = 0.0
|
||||
_Metallic1 ("Metallic 1", Range(0.0, 1.0)) = 0.0
|
||||
_Metallic2 ("Metallic 2", Range(0.0, 1.0)) = 0.0
|
||||
_Metallic3 ("Metallic 3", Range(0.0, 1.0)) = 0.0
|
||||
|
||||
// used in fallback on old cards & base map
|
||||
_MainTex ("BaseMap (RGB)", 2D) = "white" {}
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
#define A_TERRAIN_NSPLAT_ADDPASS_SHADER
|
||||
#define A_TERRAIN_NSPLAT_SHADER
|
||||
ENDCG
|
||||
|
||||
SubShader {
|
||||
Tags {
|
||||
"Queue" = "Geometry-99"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType" = "Opaque"
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend One One
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
|
||||
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
|
||||
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma multi_compile_fog
|
||||
//#pragma multi_compile __ VTRANSPARENCY_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_FORWARDBASE
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend One One
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
|
||||
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
|
||||
|
||||
#pragma multi_compile_fwdadd_fullshadows
|
||||
#pragma multi_compile_fog
|
||||
//#pragma multi_compile __ VTRANSPARENCY_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_FORWARDADD
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "SHADOWCASTER"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
|
||||
#pragma multi_compile_shadowcaster
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "DEFERRED"
|
||||
Tags { "LightMode" = "Deferred" }
|
||||
|
||||
Blend One One
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt gles
|
||||
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
|
||||
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
|
||||
|
||||
#pragma multi_compile_prepassfinal
|
||||
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_DEFERRED
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "Meta"
|
||||
Tags { "LightMode" = "Meta" }
|
||||
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt gles
|
||||
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
|
||||
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Fallback "Hidden/Alloy/Nature/Terrain/Distant"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cf6b2ed382d740849a7fbf3f707cbbbf
|
||||
timeCreated: 1456952070
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _DetailAlbedoMap: {instanceID: 0}
|
||||
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
|
||||
type: 3}
|
||||
- _DetailNormalMap: {instanceID: 0}
|
||||
- _Control: {instanceID: 0}
|
||||
- _Splat3: {instanceID: 0}
|
||||
- _Splat2: {instanceID: 0}
|
||||
- _Splat1: {instanceID: 0}
|
||||
- _Splat0: {instanceID: 0}
|
||||
- _Normal3: {instanceID: 0}
|
||||
- _Normal2: {instanceID: 0}
|
||||
- _Normal1: {instanceID: 0}
|
||||
- _Normal0: {instanceID: 0}
|
||||
- _MainTex: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,221 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Nature/Terrain/nSplat" {
|
||||
Properties {
|
||||
// Distant Terrain
|
||||
_DistantTerrainProperties ("'Terrain' {Section:{Color:1}}", Float) = 0
|
||||
_FadeDist ("'Fade Distance' {Min:0}", Float) = 500.0
|
||||
_FadeRange ("'Fade Range' {Min:0.0001}", Float) = 100.0
|
||||
_DistantSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_DistantSpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
|
||||
_DistantRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.5
|
||||
|
||||
// Triplanar
|
||||
[Toggle(_METALLICGLOSSMAP)]
|
||||
_TriplanarProperties ("'Triplanar' {Feature:{Color:4}}", Float) = 0
|
||||
_TriplanarBlendSharpness ("'Sharpness' {Min:1, Max:50}", Float) = 2
|
||||
|
||||
// Detail
|
||||
[Toggle(_DETAIL_MULX2)]
|
||||
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
|
||||
[Enum(Mul, 0, MulX2, 1)]
|
||||
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
|
||||
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
|
||||
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Forward Rendering Options
|
||||
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
|
||||
[ToggleOff]
|
||||
_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
|
||||
[ToggleOff]
|
||||
_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
|
||||
|
||||
// Advanced Options
|
||||
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
|
||||
_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
|
||||
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
|
||||
// set by terrain engine
|
||||
_Control ("Control (RGBA)", 2D) = "red" {}
|
||||
_Splat3 ("Layer 3 (A)", 2D) = "white" {}
|
||||
_Splat2 ("Layer 2 (B)", 2D) = "white" {}
|
||||
_Splat1 ("Layer 1 (G)", 2D) = "white" {}
|
||||
_Splat0 ("Layer 0 (R)", 2D) = "white" {}
|
||||
_Normal3 ("Normal 3 (A)", 2D) = "bump" {}
|
||||
_Normal2 ("Normal 2 (B)", 2D) = "bump" {}
|
||||
_Normal1 ("Normal 1 (G)", 2D) = "bump" {}
|
||||
_Normal0 ("Normal 0 (R)", 2D) = "bump" {}
|
||||
_Metallic0 ("Metallic 0", Range(0.0, 1.0)) = 0.0
|
||||
_Metallic1 ("Metallic 1", Range(0.0, 1.0)) = 0.0
|
||||
_Metallic2 ("Metallic 2", Range(0.0, 1.0)) = 0.0
|
||||
_Metallic3 ("Metallic 3", Range(0.0, 1.0)) = 0.0
|
||||
|
||||
// used in fallback on old cards & base map
|
||||
_MainTex ("BaseMap (RGB)", 2D) = "white" {}
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
#define A_TERRAIN_NSPLAT_SHADER
|
||||
ENDCG
|
||||
|
||||
SubShader {
|
||||
Tags{
|
||||
"Queue" = "Geometry-100"
|
||||
"RenderType" = "Opaque"
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
|
||||
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
|
||||
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma multi_compile_fog
|
||||
//#pragma multi_compile __ VTRANSPARENCY_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_FORWARDBASE
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend One One
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
|
||||
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
|
||||
|
||||
#pragma multi_compile_fwdadd_fullshadows
|
||||
#pragma multi_compile_fog
|
||||
//#pragma multi_compile __ VTRANSPARENCY_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_FORWARDADD
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "SHADOWCASTER"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
|
||||
#pragma multi_compile_shadowcaster
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "DEFERRED"
|
||||
Tags { "LightMode" = "Deferred" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt gles
|
||||
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
|
||||
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
|
||||
|
||||
#pragma multi_compile_prepassfinal
|
||||
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_DEFERRED
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "Meta"
|
||||
Tags { "LightMode" = "Meta" }
|
||||
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt gles
|
||||
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
|
||||
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Terrain.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Dependency "AddPassShader" = "Hidden/Alloy/Nature/Terrain/nSplat AddPass"
|
||||
Dependency "BaseMapShader" = "Hidden/Alloy/Nature/Terrain/Distant"
|
||||
Dependency "Details0" = "Hidden/Alloy/Nature/Terrain/Details0"
|
||||
Dependency "Details1" = "Hidden/Alloy/Nature/Terrain/Details1"
|
||||
Dependency "Details2" = "Hidden/Alloy/Nature/Terrain/Details2"
|
||||
Dependency "Tree0" = "Hidden/TerrainEngine/BillboardTree"
|
||||
|
||||
Fallback "Hidden/Alloy/Nature/Terrain/Distant"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a2e70721346c6844595ff93ec1163dbb
|
||||
timeCreated: 1456952084
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _DetailAlbedoMap: {instanceID: 0}
|
||||
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
|
||||
type: 3}
|
||||
- _DetailNormalMap: {instanceID: 0}
|
||||
- _Control: {instanceID: 0}
|
||||
- _Splat3: {instanceID: 0}
|
||||
- _Splat2: {instanceID: 0}
|
||||
- _Splat1: {instanceID: 0}
|
||||
- _Splat0: {instanceID: 0}
|
||||
- _Normal3: {instanceID: 0}
|
||||
- _Normal2: {instanceID: 0}
|
||||
- _Normal1: {instanceID: 0}
|
||||
- _Normal0: {instanceID: 0}
|
||||
- _MainTex: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user