mirror of
https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
synced 2026-06-03 04:34:26 -07:00
Initial commit
This commit is contained in:
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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/Particles/Additive" {
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Properties {
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// Particle Properties
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_ParticleProperties ("'Particle Textures' {Section:{Color:0}}", Float) = 0
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[HDR]
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_TintColor ("'Tint' {}", Color) = (0.5,0.5,0.5,0.5)
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[LM_MasterTilingOffset] [LM_Albedo]
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_MainTex ("'Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
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_MainTexSpin ("Spin", Float) = 0
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[Gamma]
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_TintWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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_InvFade ("'Soft Particles Factor' {Min:0.01, Max:3}", Float) = 1
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// Particle Effects Properties
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[Toggle(_PARTICLE_EFFECTS_ON)]
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_ParticleEffects ("'Particle Effects' {Feature:{Color:1}}", Float) = 0
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_ParticleEffectMask1 ("'Mask 1(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_ParticleEffectMask1Velocity ("Scroll", Vector) = (0,0,0,0)
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_ParticleEffectMask1Spin ("Spin", Float) = 0
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_ParticleEffectMask2 ("'Mask 2(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_ParticleEffectMask2Velocity ("Scroll", Vector) = (0,0,0,0)
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_ParticleEffectMask2Spin ("Spin", Float) = 0
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// Rim Fade Properties
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[Toggle(_RIM_FADE_ON)]
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_RimFadeProperties ("'Rim Fade' {Feature:{Color:2}}", Float) = 0
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[Gamma]
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_RimFadeWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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_RimFadePower ("'Falloff' {Min:0.01}", Float) = 4
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// Distance Fade Properties
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[Toggle(_DISTANCE_FADE_ON)]
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_DistanceFadeProperties ("'Distance Fade' {Feature:{Color:3}}", Float) = 0
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_DistanceFadeNearFadeCutoff ("'Near Fade Cutoff' {Min:0}", Float) = 1
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_DistanceFadeRange ("'Range' {Min:0.5}", Float) = 1
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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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}
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Category {
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Tags {
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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"PreviewType" = "Plane"
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}
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Blend SrcAlpha One
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AlphaTest Greater .01
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ColorMask RGB
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Cull Off Lighting Off ZWrite Off
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SubShader {
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Pass {
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CGPROGRAM
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#pragma target 3.0
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#pragma shader_feature _PARTICLE_EFFECTS_ON
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#pragma shader_feature _RIM_FADE_ON
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#pragma shader_feature _DISTANCE_FADE_ON
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#include "Assets/Alloy/Shaders/Framework/Particle.cginc"
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half4 aMainFragmentShader(
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AFragmentInput i) : SV_Target
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{
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i.color.a *= aFadeParticle(i);
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return aParticleOutputAdd(i, 2.0f * i.color * _TintColor * aParticleEffects(i));
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}
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ENDCG
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}
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}
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}
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CustomEditor "AlloyFieldBasedEditor"
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}
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@@ -0,0 +1,6 @@
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fileFormatVersion: 2
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guid: 4a113e75fd13ca840855749134da4d5a
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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@@ -0,0 +1,92 @@
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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/Particles/~Additive-Multiply" {
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Properties {
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// Particle Properties
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_ParticleProperties ("'Particle Textures' {Section:{Color:0}}", Float) = 0
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[HDR]
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_TintColor ("'Tint' {}", Color) = (0.5,0.5,0.5,0.5)
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[LM_MasterTilingOffset] [LM_Albedo]
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_MainTex ("'Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
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_MainTexSpin ("Spin", Float) = 0
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[Gamma]
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_TintWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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_InvFade ("'Soft Particles Factor' {Min:0.01, Max:3}", Float) = 1
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// Particle Effects Properties
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[Toggle(_PARTICLE_EFFECTS_ON)]
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_ParticleEffects ("'Particle Effects' {Feature:{Color:1}}", Float) = 0
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_ParticleEffectMask1 ("'Mask 1(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_ParticleEffectMask1Velocity ("Scroll", Vector) = (0,0,0,0)
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_ParticleEffectMask1Spin ("Spin", Float) = 0
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_ParticleEffectMask2 ("'Mask 2(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_ParticleEffectMask2Velocity ("Scroll", Vector) = (0,0,0,0)
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_ParticleEffectMask2Spin ("Spin", Float) = 0
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// Rim Fade Properties
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[Toggle(_RIM_FADE_ON)]
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_RimFadeProperties ("'Rim Fade' {Feature:{Color:2}}", Float) = 0
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[Gamma]
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_RimFadeWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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_RimFadePower ("'Falloff' {Min:0.01}", Float) = 4
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// Distance Fade Properties
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[Toggle(_DISTANCE_FADE_ON)]
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_DistanceFadeProperties ("'Distance Fade' {Feature:{Color:3}}", Float) = 0
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_DistanceFadeNearFadeCutoff ("'Near Fade Cutoff' {Min:0}", Float) = 1
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_DistanceFadeRange ("'Range' {Min:0.5}", Float) = 1
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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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}
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Category {
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Tags {
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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"PreviewType" = "Plane"
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}
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Blend One OneMinusSrcAlpha
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ColorMask RGB
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Cull Off Lighting Off ZWrite Off
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SubShader {
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Pass {
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CGPROGRAM
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#pragma target 3.0
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#pragma shader_feature _PARTICLE_EFFECTS_ON
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#pragma shader_feature _RIM_FADE_ON
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#pragma shader_feature _DISTANCE_FADE_ON
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#include "Assets/Alloy/Shaders/Framework/Particle.cginc"
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half4 aMainFragmentShader(
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AFragmentInput i) : SV_Target
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{
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i.color *= aFadeParticle(i);
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half4 col;
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half4 tex = aParticleEffects(i);
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col.rgb = _TintColor.rgb * tex.rgb * i.color.rgb * 2.0f;
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col.a = (1 - tex.a) * (_TintColor.a * i.color.a * 2.0f);
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return aParticleOutputAdd(i, col);
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}
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ENDCG
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}
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}
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}
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CustomEditor "AlloyFieldBasedEditor"
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||||
}
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@@ -0,0 +1,6 @@
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fileFormatVersion: 2
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||||
guid: 4529fc113df270944ada8ca30b3c630e
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||||
ShaderImporter:
|
||||
defaultTextures: []
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||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,89 @@
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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/Particles/Additive (Soft)" {
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Properties {
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// Particle Properties
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_ParticleProperties ("'Particle Textures' {Section:{Color:0}}", Float) = 0
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[HDR]
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_TintColor ("'Tint' {}", Color) = (1,1,1,1)
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[LM_MasterTilingOffset] [LM_Albedo]
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_MainTex ("'Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
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_MainTexSpin ("Spin", Float) = 0
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[Gamma]
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_TintWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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_InvFade ("'Soft Particles Factor' {Min:0.01, Max:3}", Float) = 1
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// Particle Effects Properties
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[Toggle(_PARTICLE_EFFECTS_ON)]
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_ParticleEffects ("'Particle Effects' {Feature:{Color:1}}", Float) = 0
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_ParticleEffectMask1 ("'Mask 1(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_ParticleEffectMask1Velocity ("Scroll", Vector) = (0,0,0,0)
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_ParticleEffectMask1Spin ("Spin", Float) = 0
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_ParticleEffectMask2 ("'Mask 2(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_ParticleEffectMask2Velocity ("Scroll", Vector) = (0,0,0,0)
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_ParticleEffectMask2Spin ("Spin", Float) = 0
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// Rim Fade Properties
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[Toggle(_RIM_FADE_ON)]
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_RimFadeProperties ("'Rim Fade' {Feature:{Color:2}}", Float) = 0
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[Gamma]
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||||
_RimFadeWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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_RimFadePower ("'Falloff' {Min:0.01}", Float) = 4
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||||
// Distance Fade Properties
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[Toggle(_DISTANCE_FADE_ON)]
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_DistanceFadeProperties ("'Distance Fade' {Feature:{Color:3}}", Float) = 0
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_DistanceFadeNearFadeCutoff ("'Near Fade Cutoff' {Min:0}", Float) = 1
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_DistanceFadeRange ("'Range' {Min:0.5}", Float) = 1
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||||
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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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||||
}
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||||
|
||||
Category {
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||||
Tags {
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||||
"Queue" = "Transparent"
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||||
"IgnoreProjector" = "True"
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||||
"RenderType" = "Transparent"
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||||
"PreviewType" = "Plane"
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||||
}
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||||
Blend One OneMinusSrcColor
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ColorMask RGB
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Cull Off Lighting Off ZWrite Off
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||||
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SubShader {
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||||
Pass {
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||||
CGPROGRAM
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||||
#pragma target 3.0
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||||
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||||
#pragma shader_feature _PARTICLE_EFFECTS_ON
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#pragma shader_feature _RIM_FADE_ON
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#pragma shader_feature _DISTANCE_FADE_ON
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#include "Assets/Alloy/Shaders/Framework/Particle.cginc"
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half4 aMainFragmentShader(
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AFragmentInput i) : SV_Target
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{
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i.color.a *= aFadeParticle(i);
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half4 col = i.color * _TintColor * aParticleEffects(i);
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col.rgb *= col.a;
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return aParticleOutputAdd(i, col);
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}
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ENDCG
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}
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||||
}
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||||
}
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||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
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||||
@@ -0,0 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ec45c513ae41df548a09353377bd9f03
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,87 @@
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||||
// Alloy Physical Shader Framework
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||||
// Copyright 2013-2017 RUST LLC.
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||||
// http://www.alloy.rustltd.com/
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||||
|
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Shader "Alloy/Particles/Alpha Blended" {
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Properties {
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// Particle Properties
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_ParticleProperties ("'Particle Textures' {Section:{Color:0}}", Float) = 0
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[HDR]
|
||||
_TintColor ("'Tint' {}", Color) = (0.5,0.5,0.5,0.5)
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||||
[LM_MasterTilingOffset] [LM_Albedo]
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||||
_MainTex ("'Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
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||||
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
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||||
_MainTexSpin ("Spin", Float) = 0
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||||
[Gamma]
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||||
_TintWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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||||
_InvFade ("'Soft Particles Factor' {Min:0.01, Max:3}", Float) = 1
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||||
|
||||
// Particle Effects Properties
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||||
[Toggle(_PARTICLE_EFFECTS_ON)]
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||||
_ParticleEffects ("'Particle Effects' {Feature:{Color:1}}", Float) = 0
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||||
_ParticleEffectMask1 ("'Mask 1(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
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||||
_ParticleEffectMask1Velocity ("Scroll", Vector) = (0,0,0,0)
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||||
_ParticleEffectMask1Spin ("Spin", Float) = 0
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||||
_ParticleEffectMask2 ("'Mask 2(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask2Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask2Spin ("Spin", Float) = 0
|
||||
|
||||
// Rim Fade Properties
|
||||
[Toggle(_RIM_FADE_ON)]
|
||||
_RimFadeProperties ("'Rim Fade' {Feature:{Color:2}}", Float) = 0
|
||||
[Gamma]
|
||||
_RimFadeWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_RimFadePower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// Distance Fade Properties
|
||||
[Toggle(_DISTANCE_FADE_ON)]
|
||||
_DistanceFadeProperties ("'Distance Fade' {Feature:{Color:3}}", Float) = 0
|
||||
_DistanceFadeNearFadeCutoff ("'Near Fade Cutoff' {Min:0}", Float) = 1
|
||||
_DistanceFadeRange ("'Range' {Min:0.5}", Float) = 1
|
||||
|
||||
// Advanced Options
|
||||
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
|
||||
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags {
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
"PreviewType" = "Plane"
|
||||
}
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
AlphaTest Greater .01
|
||||
ColorMask RGB
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
|
||||
#pragma shader_feature _PARTICLE_EFFECTS_ON
|
||||
#pragma shader_feature _RIM_FADE_ON
|
||||
#pragma shader_feature _DISTANCE_FADE_ON
|
||||
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#include "Assets/Alloy/Shaders/Framework/Particle.cginc"
|
||||
|
||||
half4 aMainFragmentShader(
|
||||
AFragmentInput i) : SV_Target
|
||||
{
|
||||
i.color.a *= aFadeParticle(i);
|
||||
return aParticleOutputBase(i, 2.0f * i.color * _TintColor * aParticleEffects(i));
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a9361741646c2c145b040385d32039f0
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,88 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Particles/Anim Alpha Blended" {
|
||||
Properties {
|
||||
// Particle Properties
|
||||
_ParticleProperties ("'Particle Textures' {Section:{Color:0}}", Float) = 0
|
||||
[HDR]
|
||||
_TintColor ("'Tint' {}", Color) = (0.5,0.5,0.5,0.5)
|
||||
[LM_MasterTilingOffset] [LM_Albedo]
|
||||
_MainTex ("'Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_MainTexSpin ("Spin", Float) = 0
|
||||
[Gamma]
|
||||
_TintWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_InvFade ("'Soft Particles Factor' {Min:0.01, Max:3}", Float) = 1
|
||||
|
||||
// Particle Effects Properties
|
||||
[Toggle(_PARTICLE_EFFECTS_ON)]
|
||||
_ParticleEffects ("'Particle Effects' {Feature:{Color:1}}", Float) = 0
|
||||
_ParticleEffectMask1 ("'Mask 1(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask1Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask1Spin ("Spin", Float) = 0
|
||||
_ParticleEffectMask2 ("'Mask 2(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask2Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask2Spin ("Spin", Float) = 0
|
||||
|
||||
// Rim Fade Properties
|
||||
[Toggle(_RIM_FADE_ON)]
|
||||
_RimFadeProperties ("'Rim Fade' {Feature:{Color:2}}", Float) = 0
|
||||
[Gamma]
|
||||
_RimFadeWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_RimFadePower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// Distance Fade Properties
|
||||
[Toggle(_DISTANCE_FADE_ON)]
|
||||
_DistanceFadeProperties ("'Distance Fade' {Feature:{Color:3}}", Float) = 0
|
||||
_DistanceFadeNearFadeCutoff ("'Near Fade Cutoff' {Min:0}", Float) = 1
|
||||
_DistanceFadeRange ("'Range' {Min:0.5}", Float) = 1
|
||||
|
||||
// Advanced Options
|
||||
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
|
||||
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags {
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
"PreviewType" = "Plane"
|
||||
}
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask RGB
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
|
||||
#pragma shader_feature _PARTICLE_EFFECTS_ON
|
||||
#pragma shader_feature _RIM_FADE_ON
|
||||
#pragma shader_feature _DISTANCE_FADE_ON
|
||||
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define A_PARTICLE_TEXTURE_BLEND_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Framework/Particle.cginc"
|
||||
|
||||
half4 aMainFragmentShader(
|
||||
AFragmentInput i) : SV_Target
|
||||
{
|
||||
i.color.a *= aFadeParticle(i);
|
||||
return aParticleOutputBase(i, 2.0f * i.color * _TintColor * aParticleEffects(i));
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 82e61b0c473cf064c9fc7cb23d9d339e
|
||||
timeCreated: 1489325920
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,86 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Particles/Blend" {
|
||||
Properties {
|
||||
// Particle Properties
|
||||
_ParticleProperties ("'Particle Textures' {Section:{Color:0}}", Float) = 0
|
||||
[HDR]
|
||||
_TintColor ("'Tint' {}", Color) = (1,1,1,1)
|
||||
[LM_MasterTilingOffset] [LM_Albedo]
|
||||
_MainTex ("'Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_MainTexSpin ("Spin", Float) = 0
|
||||
[Gamma]
|
||||
_TintWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_InvFade ("'Soft Particles Factor' {Min:0.01, Max:3}", Float) = 1
|
||||
|
||||
// Particle Effects Properties
|
||||
[Toggle(_PARTICLE_EFFECTS_ON)]
|
||||
_ParticleEffects ("'Particle Effects' {Feature:{Color:1}}", Float) = 0
|
||||
_ParticleEffectMask1 ("'Mask 1(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask1Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask1Spin ("Spin", Float) = 0
|
||||
_ParticleEffectMask2 ("'Mask 2(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask2Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask2Spin ("Spin", Float) = 0
|
||||
|
||||
// Rim Fade Properties
|
||||
[Toggle(_RIM_FADE_ON)]
|
||||
_RimFadeProperties ("'Rim Fade' {Feature:{Color:2}}", Float) = 0
|
||||
[Gamma]
|
||||
_RimFadeWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_RimFadePower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// Distance Fade Properties
|
||||
[Toggle(_DISTANCE_FADE_ON)]
|
||||
_DistanceFadeProperties ("'Distance Fade' {Feature:{Color:3}}", Float) = 0
|
||||
_DistanceFadeNearFadeCutoff ("'Near Fade Cutoff' {Min:0}", Float) = 1
|
||||
_DistanceFadeRange ("'Range' {Min:0.5}", Float) = 1
|
||||
|
||||
// Advanced Options
|
||||
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
|
||||
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags {
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
"PreviewType" = "Plane"
|
||||
}
|
||||
Blend DstColor One
|
||||
ColorMask RGB
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
|
||||
#pragma shader_feature _PARTICLE_EFFECTS_ON
|
||||
#pragma shader_feature _RIM_FADE_ON
|
||||
#pragma shader_feature _DISTANCE_FADE_ON
|
||||
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#include "Assets/Alloy/Shaders/Framework/Particle.cginc"
|
||||
|
||||
half4 aMainFragmentShader(
|
||||
AFragmentInput i) : SV_Target
|
||||
{
|
||||
i.color *= aFadeParticle(i);
|
||||
return aParticleOutputAdd(i, i.color * _TintColor * aParticleEffects(i));
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eb4fe5f4068166848b385c78be153db1
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,87 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Particles/Multiply" {
|
||||
Properties {
|
||||
// Particle Properties
|
||||
_ParticleProperties ("'Particle Textures' {Section:{Color:0}}", Float) = 0
|
||||
[HDR]
|
||||
_TintColor ("'Tint' {}", Color) = (1,1,1,1)
|
||||
[LM_MasterTilingOffset] [LM_Albedo]
|
||||
_MainTex ("'Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_MainTexSpin ("Spin", Float) = 0
|
||||
[Gamma]
|
||||
_TintWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_InvFade ("'Soft Particles Factor' {Min:0.01, Max:3}", Float) = 1
|
||||
|
||||
// Particle Effects Properties
|
||||
[Toggle(_PARTICLE_EFFECTS_ON)]
|
||||
_ParticleEffects ("'Particle Effects' {Feature:{Color:1}}", Float) = 0
|
||||
_ParticleEffectMask1 ("'Mask 1(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask1Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask1Spin ("Spin", Float) = 0
|
||||
_ParticleEffectMask2 ("'Mask 2(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask2Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask2Spin ("Spin", Float) = 0
|
||||
|
||||
// Rim Fade Properties
|
||||
[Toggle(_RIM_FADE_ON)]
|
||||
_RimFadeProperties ("'Rim Fade' {Feature:{Color:2}}", Float) = 0
|
||||
[Gamma]
|
||||
_RimFadeWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_RimFadePower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// Distance Fade Properties
|
||||
[Toggle(_DISTANCE_FADE_ON)]
|
||||
_DistanceFadeProperties ("'Distance Fade' {Feature:{Color:3}}", Float) = 0
|
||||
_DistanceFadeNearFadeCutoff ("'Near Fade Cutoff' {Min:0}", Float) = 1
|
||||
_DistanceFadeRange ("'Range' {Min:0.5}", Float) = 1
|
||||
|
||||
// Advanced Options
|
||||
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
|
||||
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags {
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
"PreviewType" = "Plane"
|
||||
}
|
||||
Blend Zero SrcColor
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
|
||||
#pragma shader_feature _PARTICLE_EFFECTS_ON
|
||||
#pragma shader_feature _RIM_FADE_ON
|
||||
#pragma shader_feature _DISTANCE_FADE_ON
|
||||
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#include "Assets/Alloy/Shaders/Framework/Particle.cginc"
|
||||
|
||||
half4 aMainFragmentShader(
|
||||
AFragmentInput i) : SV_Target
|
||||
{
|
||||
i.color.a *= aFadeParticle(i);
|
||||
|
||||
half4 prev = i.color * _TintColor * aParticleEffects(i);
|
||||
return aParticleOutputMultiply(i, lerp(half4(1,1,1,1), prev, prev.a));
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bfebb08b521b54543ba157edc5ba0402
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,94 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Particles/Multiply (Double)" {
|
||||
Properties {
|
||||
// Particle Properties
|
||||
_ParticleProperties ("'Particle Textures' {Section:{Color:0}}", Float) = 0
|
||||
[HDR]
|
||||
_TintColor ("'Tint' {}", Color) = (1,1,1,1)
|
||||
[LM_MasterTilingOffset] [LM_Albedo]
|
||||
_MainTex ("'Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_MainTexSpin ("Spin", Float) = 0
|
||||
[Gamma]
|
||||
_TintWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_InvFade ("'Soft Particles Factor' {Min:0.01, Max:3}", Float) = 1
|
||||
|
||||
// Particle Effects Properties
|
||||
[Toggle(_PARTICLE_EFFECTS_ON)]
|
||||
_ParticleEffects ("'Particle Effects' {Feature:{Color:1}}", Float) = 0
|
||||
_ParticleEffectMask1 ("'Mask 1(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask1Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask1Spin ("Spin", Float) = 0
|
||||
_ParticleEffectMask2 ("'Mask 2(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask2Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask2Spin ("Spin", Float) = 0
|
||||
|
||||
// Rim Fade Properties
|
||||
[Toggle(_RIM_FADE_ON)]
|
||||
_RimFadeProperties ("'Rim Fade' {Feature:{Color:2}}", Float) = 0
|
||||
[Gamma]
|
||||
_RimFadeWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_RimFadePower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// Distance Fade Properties
|
||||
[Toggle(_DISTANCE_FADE_ON)]
|
||||
_DistanceFadeProperties ("'Distance Fade' {Feature:{Color:3}}", Float) = 0
|
||||
_DistanceFadeNearFadeCutoff ("'Near Fade Cutoff' {Min:0}", Float) = 1
|
||||
_DistanceFadeRange ("'Range' {Min:0.5}", Float) = 1
|
||||
|
||||
// Advanced Options
|
||||
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
|
||||
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags {
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
"PreviewType" = "Plane"
|
||||
}
|
||||
Blend DstColor SrcColor
|
||||
ColorMask RGB
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
|
||||
#pragma shader_feature _PARTICLE_EFFECTS_ON
|
||||
#pragma shader_feature _RIM_FADE_ON
|
||||
#pragma shader_feature _DISTANCE_FADE_ON
|
||||
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#include "Assets/Alloy/Shaders/Framework/Particle.cginc"
|
||||
|
||||
half4 aMainFragmentShader(
|
||||
AFragmentInput i) : SV_Target
|
||||
{
|
||||
i.color.a *= aFadeParticle(i);
|
||||
|
||||
half4 col;
|
||||
half4 tex = _TintColor * aParticleEffects(i);
|
||||
col.rgb = tex.rgb * i.color.rgb * 2;
|
||||
col.a = i.color.a * tex.a;
|
||||
col = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), col, col.a);
|
||||
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0.5,0.5,0.5,0.5)); // fog towards gray due to our blend mode
|
||||
col.rgb = aHdrClamp(col.rgb);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b981159d95820e34d9fe0d9773764964
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,88 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Particles/Alpha Blended Premultiply" {
|
||||
Properties {
|
||||
// Particle Properties
|
||||
_ParticleProperties ("'Particle Textures' {Section:{Color:0}}", Float) = 0
|
||||
[HDR]
|
||||
_TintColor ("'Tint' {}", Color) = (1,1,1,1)
|
||||
[LM_MasterTilingOffset] [LM_Albedo]
|
||||
_MainTex ("'Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_MainTexSpin ("Spin", Float) = 0
|
||||
[Gamma]
|
||||
_TintWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_InvFade ("'Soft Particles Factor' {Min:0.01, Max:3}", Float) = 1
|
||||
|
||||
// Particle Effects Properties
|
||||
[Toggle(_PARTICLE_EFFECTS_ON)]
|
||||
_ParticleEffects ("'Particle Effects' {Feature:{Color:1}}", Float) = 0
|
||||
_ParticleEffectMask1 ("'Mask 1(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask1Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask1Spin ("Spin", Float) = 0
|
||||
_ParticleEffectMask2 ("'Mask 2(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask2Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask2Spin ("Spin", Float) = 0
|
||||
|
||||
// Rim Fade Properties
|
||||
[Toggle(_RIM_FADE_ON)]
|
||||
_RimFadeProperties ("'Rim Fade' {Feature:{Color:2}}", Float) = 0
|
||||
[Gamma]
|
||||
_RimFadeWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_RimFadePower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// Distance Fade Properties
|
||||
[Toggle(_DISTANCE_FADE_ON)]
|
||||
_DistanceFadeProperties ("'Distance Fade' {Feature:{Color:3}}", Float) = 0
|
||||
_DistanceFadeNearFadeCutoff ("'Near Fade Cutoff' {Min:0}", Float) = 1
|
||||
_DistanceFadeRange ("'Range' {Min:0.5}", Float) = 1
|
||||
|
||||
// Advanced Options
|
||||
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
|
||||
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags {
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
"PreviewType" = "Plane"
|
||||
}
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask RGB
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
|
||||
#pragma shader_feature _PARTICLE_EFFECTS_ON
|
||||
#pragma shader_feature _RIM_FADE_ON
|
||||
#pragma shader_feature _DISTANCE_FADE_ON
|
||||
|
||||
#pragma multi_compile_particles
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#include "Assets/Alloy/Shaders/Framework/Particle.cginc"
|
||||
|
||||
half4 aMainFragmentShader(
|
||||
AFragmentInput i) : SV_Target
|
||||
{
|
||||
i.color.a *= aFadeParticle(i);
|
||||
|
||||
half4 col = i.color * i.color.a * _TintColor * aParticleEffects(i);
|
||||
col.rgb = aHdrClamp(col.rgb);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 38d9dabce16684044a0894a1e89a9a42
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,93 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Particles/VertexLit Blended" {
|
||||
Properties {
|
||||
// Particle Properties
|
||||
_ParticleProperties ("'Particle Textures' {Section:{Color:0}}", Float) = 0
|
||||
[HDR]
|
||||
_TintColor ("'Tint' {}", Color) = (0.5,0.5,0.5,0.5)
|
||||
[LM_MasterTilingOffset] [LM_Albedo]
|
||||
_MainTex ("'Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_MainTexSpin ("Spin", Float) = 0
|
||||
[Gamma]
|
||||
_TintWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_InvFade ("'Soft Particles Factor' {Min:0.01, Max:3}", Float) = 1
|
||||
|
||||
// Particle Effects Properties
|
||||
[Toggle(_PARTICLE_EFFECTS_ON)]
|
||||
_ParticleEffects ("'Particle Effects' {Feature:{Color:1}}", Float) = 0
|
||||
_ParticleEffectMask1 ("'Mask 1(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask1Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask1Spin ("Spin", Float) = 0
|
||||
_ParticleEffectMask2 ("'Mask 2(RGBA)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_ParticleEffectMask2Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_ParticleEffectMask2Spin ("Spin", Float) = 0
|
||||
|
||||
// Rim Fade Properties
|
||||
[Toggle(_RIM_FADE_ON)]
|
||||
_RimFadeProperties ("'Rim Fade' {Feature:{Color:2}}", Float) = 0
|
||||
[Gamma]
|
||||
_RimFadeWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_RimFadePower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// Distance Fade Properties
|
||||
[Toggle(_DISTANCE_FADE_ON)]
|
||||
_DistanceFadeProperties ("'Distance Fade' {Feature:{Color:3}}", Float) = 0
|
||||
_DistanceFadeNearFadeCutoff ("'Near Fade Cutoff' {Min:0}", Float) = 1
|
||||
_DistanceFadeRange ("'Range' {Min:0.5}", Float) = 1
|
||||
|
||||
// Advanced Options
|
||||
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
|
||||
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags {
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
"PreviewType" = "Plane"
|
||||
}
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
AlphaTest Greater .01
|
||||
ColorMask RGB
|
||||
Cull Off Lighting On ZWrite Off
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
|
||||
#pragma shader_feature _PARTICLE_EFFECTS_ON
|
||||
#pragma shader_feature _RIM_FADE_ON
|
||||
#pragma shader_feature _DISTANCE_FADE_ON
|
||||
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define A_PARTICLE_LIGHTING_ON
|
||||
|
||||
#include "Assets/Alloy/Shaders/Framework/Particle.cginc"
|
||||
|
||||
half4 aMainFragmentShader(
|
||||
AFragmentInput i) : SV_Target
|
||||
{
|
||||
i.color.a *= aFadeParticle(i);
|
||||
return aParticleOutputBase(i, 2.0f * i.color * _TintColor * aParticleEffects(i));
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 528f497bd1b2cc4428a4436dc25af907
|
||||
timeCreated: 1437314212
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,423 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Transition" {
|
||||
Properties {
|
||||
// Global Settings
|
||||
_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
|
||||
_SrcBlend ("__src", Float) = 0
|
||||
_DstBlend ("__dst", Float) = 0
|
||||
_ZWrite ("__zw", Float) = 1
|
||||
[LM_TransparencyCutOff]
|
||||
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
|
||||
[Toggle(EFFECT_BUMP)]
|
||||
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale,_BumpMap2,_BumpScale2}, NormalMaps:{}}}", Float) = 1
|
||||
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
|
||||
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_SpecTex,_Occlusion,_MaterialMap2,_Occlusion2}}}", Float) = 0
|
||||
|
||||
// Main Textures
|
||||
_MainTextures ("'Main Textures' {Section:{Color:0}}", Float) = 0
|
||||
[LM_Albedo] [LM_Transparency]
|
||||
_Color ("'Tint' {}", Color) = (1,1,1,1)
|
||||
[LM_MasterTilingOffset] [LM_Albedo]
|
||||
_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_MainTexUV ("UV Set", Float) = 0
|
||||
[LM_Metallic]
|
||||
_SpecTex ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex}", 2D) = "white" {}
|
||||
[LM_NormalMap]
|
||||
_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
|
||||
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Main Properties
|
||||
_MainPhysicalProperties ("'Main Properties' {Section:{Color:1}}", Float) = 0
|
||||
[LM_Metallic]
|
||||
_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
|
||||
_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
|
||||
_SpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
|
||||
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
|
||||
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_BumpScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Parallax
|
||||
[Toggle(_PARALLAXMAP)]
|
||||
_ParallaxT ("'Parallax' {Feature:{Color:5}}", Float) = 0
|
||||
[Toggle(_BUMPMODE_POM)]
|
||||
_BumpMode ("'Mode' {Dropdown:{Parallax:{_MinSamples, _MaxSamples}, POM:{}}}", Float) = 0
|
||||
_ParallaxMap ("'Heightmap(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "black" {}
|
||||
_Parallax ("'Height' {Min:0, Max:0.08}", Float) = 0.02
|
||||
_MinSamples ("'Min Samples' {Min:1}", Float) = 4
|
||||
_MaxSamples ("'Max Samples' {Min:1}", Float) = 20
|
||||
|
||||
// AO2
|
||||
[Toggle(_AO2_ON)]
|
||||
_AO2 ("'AO2' {Feature:{Color:6}}", Float) = 0
|
||||
_Ao2Map ("'AO2(G)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_Ao2MapUV ("UV Set", Float) = 1
|
||||
_Ao2Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
|
||||
// Detail
|
||||
[Toggle(_DETAIL_MULX2)]
|
||||
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
|
||||
[Toggle(_NORMALMAP)]
|
||||
_DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0
|
||||
_DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
|
||||
_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
[Enum(Mul, 0, MulX2, 1)]
|
||||
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
|
||||
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_DetailAlbedoMapUV ("UV Set", Float) = 0
|
||||
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
|
||||
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Team Color
|
||||
[Toggle(_TEAMCOLOR_ON)]
|
||||
_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
|
||||
[Enum(Masks, 0, Tint, 1)]
|
||||
_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
|
||||
_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
|
||||
_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
|
||||
_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
|
||||
_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
|
||||
_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
|
||||
_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
|
||||
|
||||
// Decal
|
||||
[Toggle(_DECAL_ON)]
|
||||
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
|
||||
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
|
||||
_DecalTexUV ("UV Set", Float) = 0
|
||||
_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
|
||||
_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Emission
|
||||
[Toggle(_EMISSION)]
|
||||
_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
|
||||
[LM_Emission]
|
||||
[HDR]
|
||||
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
|
||||
[LM_Emission]
|
||||
_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
|
||||
_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_IncandescenceMapUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
|
||||
// Rim Emission
|
||||
[Toggle(_RIM_ON)]
|
||||
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
|
||||
[HDR]
|
||||
_RimColor ("'Tint' {}", Color) = (1,1,1)
|
||||
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_RimTexUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
[Gamma]
|
||||
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
|
||||
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// Dissolve
|
||||
[Toggle(_DISSOLVE_ON)]
|
||||
_Dissolve ("'Dissolve' {Feature:{Color:12}}", Float) = 0
|
||||
[HDR]
|
||||
_DissolveGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1)
|
||||
_DissolveTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_DissolveTexUV ("UV Set", Float) = 0
|
||||
_DissolveCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0
|
||||
[Gamma]
|
||||
_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
|
||||
|
||||
// Wetness
|
||||
[Toggle(_WETNESS_ON)]
|
||||
_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
|
||||
[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
|
||||
_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
|
||||
_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
|
||||
_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_WetMaskUV ("UV Set", Float) = 0
|
||||
_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
_WetTint ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
|
||||
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_WetNormalMapUV ("UV Set", Float) = 0
|
||||
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
|
||||
_WetNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Transition
|
||||
_TransitionProperties ("'Transition' {Section:{Color:14}}", Float) = 0
|
||||
[HDR]
|
||||
_TransitionGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1)
|
||||
_TransitionTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_TransitionTexUV ("UV Set", Float) = 0
|
||||
_TransitionCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0
|
||||
[Gamma]
|
||||
_TransitionGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
|
||||
_TransitionEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
|
||||
|
||||
// Secondary Textures
|
||||
_SecondaryTextures ("'Secondary Textures' {Section:{Color:15}}", Float) = 0
|
||||
_Color2 ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_MainTex2 ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_MainTex2Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_MainTex2UV ("UV Set", Float) = 0
|
||||
_MaterialMap2 ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex2}", 2D) = "white" {}
|
||||
_BumpMap2 ("'Normals' {Visualize:{NRM}, Parent:_MainTex2}", 2D) = "bump" {}
|
||||
_BaseColorVertexTint2 ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Secondary Properties
|
||||
_SecondaryPhysicalProperties ("'Secondary Properties' {Section:{Color:16}}", Float) = 0
|
||||
_Metallic2 ("'Metallic' {Min:0, Max:1}", Float) = 1
|
||||
_Specularity2 ("'Specularity' {Min:0, Max:1}", Float) = 1
|
||||
_SpecularTint2 ("'Specular Tint' {Min:0, Max:1}", Float) = 0
|
||||
_Roughness2 ("'Roughness' {Min:0, Max:1}", Float) = 1
|
||||
_Occlusion2 ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
|
||||
_BumpScale2 ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Secondary Emission
|
||||
[Toggle(_EMISSION2_ON)]
|
||||
_Emission2 ("'Secondary Emission' {Feature:{Color:17}}", Float) = 0
|
||||
[HDR]
|
||||
_Emission2Color ("'Tint' {}", Color) = (1,1,1)
|
||||
_EmissionMap2 ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex2}", 2D) = "white" {}
|
||||
_IncandescenceMap2 ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_IncandescenceMap2Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_IncandescenceMap2UV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_Emission2Weight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
|
||||
// Secondary Rim Emission
|
||||
[Toggle(_RIM2_ON)]
|
||||
_Rim2 ("'Secondary Rim Emission' {Feature:{Color:18}}", Float) = 0
|
||||
[HDR]
|
||||
_Rim2Color ("'Tint' {}", Color) = (1,1,1)
|
||||
_RimTex2 ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_RimTex2Velocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_RimTex2UV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_Rim2Weight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
[Gamma]
|
||||
_Rim2Bias ("'Fill' {Min:0, Max:1}", Float) = 0
|
||||
_Rim2Power ("'Falloff' {Min:0}", Float) = 4
|
||||
|
||||
// Forward Rendering Options
|
||||
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
|
||||
[ToggleOff]
|
||||
_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
|
||||
[ToggleOff]
|
||||
_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
|
||||
|
||||
// Advanced Options
|
||||
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
|
||||
_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
|
||||
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags {
|
||||
"RenderType" = "Opaque"
|
||||
"PerformanceChecks" = "False"
|
||||
//"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
ZWrite [_ZWrite]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _AO2_ON
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _RIM_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#pragma shader_feature _EMISSION2_ON
|
||||
#pragma shader_feature _RIM2_ON
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
|
||||
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma multi_compile_fog
|
||||
#pragma multi_compile_instancing
|
||||
//#pragma multi_compile __ VTRANSPARENCY_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_FORWARDBASE
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Transition.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
|
||||
Blend [_SrcBlend] One
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _AO2_ON
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
|
||||
|
||||
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_fwdadd_fullshadows
|
||||
#pragma multi_compile_fog
|
||||
//#pragma multi_compile __ VTRANSPARENCY_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_FORWARDADD
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Transition.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "SHADOWCASTER"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Transition.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "DEFERRED"
|
||||
Tags { "LightMode" = "Deferred" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _AO2_ON
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _RIM_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
#pragma shader_feature _WETNESS_ON
|
||||
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
|
||||
#pragma shader_feature _EMISSION2_ON
|
||||
#pragma shader_feature _RIM2_ON
|
||||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
|
||||
|
||||
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_prepassfinal
|
||||
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_DEFERRED
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Transition.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "Meta"
|
||||
Tags { "LightMode" = "Meta" }
|
||||
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt gles
|
||||
|
||||
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _EMISSION2_ON
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Transition.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a5239abca68a29a48879bdcd076b42df
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SpecTex: {instanceID: 0}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _ParallaxMap: {instanceID: 0}
|
||||
- _DetailMask: {instanceID: 0}
|
||||
- _DetailAlbedoMap: {instanceID: 0}
|
||||
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
|
||||
type: 3}
|
||||
- _DetailNormalMap: {instanceID: 0}
|
||||
- _TeamColorMaskMap: {instanceID: 0}
|
||||
- _DecalTex: {instanceID: 0}
|
||||
- _EmissionMap: {instanceID: 0}
|
||||
- _IncandescenceMap: {instanceID: 0}
|
||||
- _RimTex: {instanceID: 0}
|
||||
- _DissolveTex: {instanceID: 0}
|
||||
- _MainTex2: {instanceID: 0}
|
||||
- _MaterialMap2: {instanceID: 0}
|
||||
- _BumpMap2: {instanceID: 0}
|
||||
- _EmissionMap2: {instanceID: 0}
|
||||
- _IncandescenceMap2: {instanceID: 0}
|
||||
- _RimTex2: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,240 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
Shader "Alloy/Unlit" {
|
||||
Properties {
|
||||
// Global Settings
|
||||
_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
|
||||
_SrcBlend ("__src", Float) = 0
|
||||
_DstBlend ("__dst", Float) = 0
|
||||
_ZWrite ("__zw", Float) = 1
|
||||
[LM_TransparencyCutOff]
|
||||
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
|
||||
[Toggle(EFFECT_BUMP)]
|
||||
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
|
||||
[MaterialEnum(Off,0,Front,1,Back,2)]
|
||||
_Cull ("'Cull Mode' {Dropdown:{Off:{}, Front:{}, Back:{}}}", Int) = 2
|
||||
|
||||
// Main Textures
|
||||
_MainTextures ("'Main Textures' {Section:{Color:0}}", Float) = 0
|
||||
[HDR][LM_Albedo] [LM_Transparency]
|
||||
_Color ("'Tint' {}", Color) = (1,1,1,1)
|
||||
[LM_MasterTilingOffset] [LM_Albedo]
|
||||
_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_MainTexUV ("UV Set", Float) = 0
|
||||
[LM_NormalMap]
|
||||
_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
|
||||
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
|
||||
|
||||
// Main Properties
|
||||
_MainPhysicalProperties ("'Main Properties' {Section:{Color:1}}", Float) = 0
|
||||
_BumpScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Parallax
|
||||
[Toggle(_PARALLAXMAP)]
|
||||
_ParallaxT ("'Parallax' {Feature:{Color:5}}", Float) = 0
|
||||
[Toggle(_BUMPMODE_POM)]
|
||||
_BumpMode ("'Mode' {Dropdown:{Parallax:{_MinSamples, _MaxSamples}, POM:{}}}", Float) = 0
|
||||
_ParallaxMap ("'Heightmap(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "black" {}
|
||||
_Parallax ("'Height' {Min:0, Max:0.08}", Float) = 0.02
|
||||
_MinSamples ("'Min Samples' {Min:1}", Float) = 4
|
||||
_MaxSamples ("'Max Samples' {Min:1}", Float) = 20
|
||||
|
||||
// Detail
|
||||
[Toggle(_DETAIL_MULX2)]
|
||||
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
|
||||
[Toggle(_NORMALMAP)]
|
||||
_DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0
|
||||
_DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
|
||||
_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
|
||||
[Enum(Mul, 0, MulX2, 1)]
|
||||
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
|
||||
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_DetailAlbedoMapUV ("UV Set", Float) = 0
|
||||
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
|
||||
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
|
||||
|
||||
// Team Color
|
||||
[Toggle(_TEAMCOLOR_ON)]
|
||||
_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
|
||||
[Enum(Masks, 0, Tint, 1)]
|
||||
_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
|
||||
_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
|
||||
_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
|
||||
_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
|
||||
_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
|
||||
_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
|
||||
_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
|
||||
|
||||
// Decal
|
||||
[Toggle(_DECAL_ON)]
|
||||
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
|
||||
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
|
||||
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
|
||||
_DecalTexUV ("UV Set", Float) = 0
|
||||
|
||||
// Emission
|
||||
[Toggle(_EMISSION)]
|
||||
_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
|
||||
[LM_Emission]
|
||||
[HDR]
|
||||
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
|
||||
[LM_Emission]
|
||||
_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
|
||||
_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_IncandescenceMapUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
|
||||
// Rim Emission
|
||||
[Toggle(_RIM_ON)]
|
||||
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
|
||||
[HDR]
|
||||
_RimColor ("'Tint' {}", Color) = (1,1,1)
|
||||
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
|
||||
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
|
||||
_RimTexUV ("UV Set", Float) = 0
|
||||
[Gamma]
|
||||
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
|
||||
[Gamma]
|
||||
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
|
||||
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
|
||||
|
||||
// Dissolve
|
||||
[Toggle(_DISSOLVE_ON)]
|
||||
_Dissolve ("'Dissolve' {Feature:{Color:12}}", Float) = 0
|
||||
[HDR]
|
||||
_DissolveGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1)
|
||||
_DissolveTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
|
||||
_DissolveTexUV ("UV Set", Float) = 0
|
||||
_DissolveCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0
|
||||
[Gamma]
|
||||
_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
|
||||
_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
|
||||
|
||||
// Advanced Options
|
||||
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
|
||||
_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
|
||||
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
|
||||
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags {
|
||||
"RenderType" = "Opaque"
|
||||
"PerformanceChecks" = "False"
|
||||
"ForceNoShadowCasting" = "True"
|
||||
//"DisableBatching" = "LODFading"
|
||||
}
|
||||
LOD 300
|
||||
Cull [_Cull]
|
||||
|
||||
Pass {
|
||||
Name "BASE"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
ZWrite [_ZWrite]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _RIM_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
|
||||
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_fog
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_FORWARDBASE
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Unlit.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "DEFERRED"
|
||||
Tags { "LightMode" = "Deferred" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt gles
|
||||
|
||||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature EFFECT_BUMP
|
||||
#pragma shader_feature _PARALLAXMAP
|
||||
#pragma shader_feature _BUMPMODE_POM
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _RIM_ON
|
||||
#pragma shader_feature _DISSOLVE_ON
|
||||
|
||||
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile ___ UNITY_HDR_ON
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_DEFERRED
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Unlit.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "Meta"
|
||||
Tags { "LightMode" = "Meta" }
|
||||
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt gles
|
||||
|
||||
#pragma shader_feature _DETAIL_MULX2
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature _TEAMCOLOR_ON
|
||||
#pragma shader_feature _DECAL_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
|
||||
#pragma vertex aMainVertexShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_META
|
||||
|
||||
#include "Assets/Alloy/Shaders/Definition/Unlit.cginc"
|
||||
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "AlloyFieldBasedEditor"
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}
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@@ -0,0 +1,20 @@
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fileFormatVersion: 2
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guid: fbb4081eebb667f4e8715a93d992afa9
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ShaderImporter:
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defaultTextures:
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- _MainTex: {instanceID: 0}
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- _BumpMap: {instanceID: 0}
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- _ParallaxMap: {instanceID: 0}
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- _DetailMask: {instanceID: 0}
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- _DetailAlbedoMap: {instanceID: 0}
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- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
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type: 3}
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- _DetailNormalMap: {instanceID: 0}
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- _TeamColorMaskMap: {instanceID: 0}
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- _DecalTex: {instanceID: 0}
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- _EmissionMap: {instanceID: 0}
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- _IncandescenceMap: {instanceID: 0}
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- _RimTex: {instanceID: 0}
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- _DissolveTex: {instanceID: 0}
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userData:
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assetBundleName:
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Reference in New Issue
Block a user