Initial commit

This commit is contained in:
msk
2022-01-22 20:13:49 -08:00
parent f9d23e5bcf
commit 687473573d
878 changed files with 70957 additions and 0 deletions
@@ -0,0 +1,383 @@
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
Shader "Alloy/Tessellation/Car Paint" {
Properties {
// Global Settings
_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
_SrcBlend ("__src", Float) = 0
_DstBlend ("__dst", Float) = 0
_ZWrite ("__zw", Float) = 1
[LM_TransparencyCutOff]
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
[Toggle(EFFECT_BUMP)]
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
// Car Paint Textures
_MainTextures ("'Car Paint Textures' {Section:{Color:0}}", Float) = 0
[LM_Albedo] [LM_Transparency]
_Color ("'Tint' {}", Color) = (1,1,1,1)
[LM_MasterTilingOffset] [LM_Albedo]
_MainTex ("'Base Color(RGB) Paint(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
_MainTexUV ("UV Set", Float) = 0
[LM_Metallic]
_SpecTex ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex}", 2D) = "white" {}
[LM_NormalMap]
_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Car Paint Properties
_MainPhysicalProperties ("'Car Paint Properties' {Section:{Color:1}}", Float) = 0
[LM_Metallic]
_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
_SpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_BumpScale ("'Normal Strength' {}", Float) = 1
// Paint
_PaintProperties ("'Paint' {Section:{Color:2}}", Float) = 0
_CarPrimaryColor ("'Primary Color' {}", Color) = (1,1,1)
_CarSecondaryColor ("'Secondary Color' {}", Color) = (1,1,1)
_CarSecondaryColorWeight ("'Blend Weight' {Min:0, Max:1}", Float) = 1
_CarSecondaryColorFalloff ("'Blend Falloff' {Min:0, Max:1}", Float) = 1
// Flakes
_FlakeProperties ("'Flakes' {Section:{Color:3}}", Float) = 0
_CarFlakeColor ("'Tint' {}", Color) = (1,1,1)
_CarFlakeMap ("'Color(RGB) Mask(A)' {Visualize:{RGB,A}}", 2D) = "black" {}
_CarFlakeMapUV ("UV Set", Float) = 0
_CarFlakeMapFalloff ("'Mask Falloff' {Min:0.01}", Float) = 1
_CarFlakeWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_CarFlakeSpread ("'Spread' {Min:0, Max:1}", Float) = 0.5
_CarFlakeHighlightSpread ("'Highlight Spread' {Min:0, Max:1}", Float) = 0.5
// Tessellation
_TessellationProperties ("'Tessellation' {Section:{Color:5}}", Float) = 0
[KeywordEnum(Displacement, Phong)]
_TessellationMode ("'Mode' {Dropdown:{Displacement:{_Phong}, Phong:{_DispTex, _Displacement}}}", Float) = 0
_DispTex ("'Heightmap(G)' {Visualize:{RGB}}", 2D) = "black" {}
_DispTexVelocity ("Scroll", Vector) = (0,0,0,0)
_Displacement ("'Displacement' {Min:0, Max:30}", Float) = 0.3
_Phong ("'Phong Strength' {Min:0, Max:1}", Float) = 0.5
_EdgeLength ("'Edge Length' {Min:2, Max:50}", Float) = 15
// AO2
[Toggle(_AO2_ON)]
_AO2 ("'AO2' {Feature:{Color:6}}", Float) = 0
_Ao2Map ("'AO2(G)' {Visualize:{RGB}}", 2D) = "white" {}
_Ao2MapUV ("UV Set", Float) = 1
_Ao2Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
// Detail
[Toggle(_DETAIL_MULX2)]
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
[Toggle(_NORMALMAP)]
_DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0
_DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
[Enum(Mul, 0, MulX2, 1)]
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
_DetailAlbedoMapUV ("UV Set", Float) = 0
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
// Team Color
[Toggle(_TEAMCOLOR_ON)]
_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
[Enum(Masks, 0, Tint, 1)]
_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
// Decal
[Toggle(_DECAL_ON)]
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
_DecalTexUV ("UV Set", Float) = 0
_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
// Emission
[Toggle(_EMISSION)]
_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
[LM_Emission]
[HDR]
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
[LM_Emission]
_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
_IncandescenceMapUV ("UV Set", Float) = 0
[Gamma]
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
// Rim Emission
[Toggle(_RIM_ON)]
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
[HDR]
_RimColor ("'Tint' {}", Color) = (1,1,1)
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
_RimTexUV ("UV Set", Float) = 0
[Gamma]
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
[Gamma]
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
// Dissolve
[Toggle(_DISSOLVE_ON)]
_Dissolve ("'Dissolve' {Feature:{Color:12}}", Float) = 0
[HDR]
_DissolveGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1)
_DissolveTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_DissolveTexUV ("UV Set", Float) = 0
_DissolveCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0
[Gamma]
_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
// Wetness
[Toggle(_WETNESS_ON)]
_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
_WetMaskUV ("UV Set", Float) = 0
_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
_WetTint ("'Tint' {}", Color) = (1,1,1,1)
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
_WetNormalMapUV ("UV Set", Float) = 0
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
_WetNormalMapScale ("'Normal Strength' {}", Float) = 1
// Forward Rendering Options
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
[ToggleOff]
_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
[ToggleOff]
_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
// Advanced Options
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
}
CGINCLUDE
#define A_TESSELLATION_SHADER
ENDCG
SubShader {
Tags {
"RenderType" = "Opaque"
"PerformanceChecks" = "False"
//"DisableBatching" = "LODFading"
}
LOD 300
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDBASE
#include "Assets/Alloy/Shaders/Definition/CarPaint.cginc"
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend [_SrcBlend] One
ZWrite Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#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 hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDADD
#include "Assets/Alloy/Shaders/Definition/CarPaint.cginc"
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
ENDCG
}
Pass {
Name "SHADOWCASTER"
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _DISSOLVE_ON
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_SHADOWCASTER
#include "Assets/Alloy/Shaders/Definition/CarPaint.cginc"
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
ENDCG
}
Pass {
Name "DEFERRED"
Tags { "LightMode" = "Deferred" }
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers nomrt gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_prepassfinal
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_DEFERRED
#include "Assets/Alloy/Shaders/Definition/CarPaint.cginc"
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
ENDCG
}
Pass {
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers nomrt gles
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_META
#include "Assets/Alloy/Shaders/Definition/CarPaint.cginc"
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
ENDCG
}
}
FallBack "Alloy/Car Paint"
CustomEditor "AlloyFieldBasedEditor"
}
@@ -0,0 +1,22 @@
fileFormatVersion: 2
guid: 187afb631d8dbe648981add343d252dd
ShaderImporter:
defaultTextures:
- _MainTex: {instanceID: 0}
- _SpecTex: {instanceID: 0}
- _BumpMap: {instanceID: 0}
- _CarFlakeMap: {instanceID: 0}
- _ParallaxMap: {instanceID: 0}
- _DetailMask: {instanceID: 0}
- _DetailAlbedoMap: {instanceID: 0}
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
type: 3}
- _DetailNormalMap: {instanceID: 0}
- _TeamColorMaskMap: {instanceID: 0}
- _DecalTex: {instanceID: 0}
- _EmissionMap: {instanceID: 0}
- _IncandescenceMap: {instanceID: 0}
- _RimTex: {instanceID: 0}
- _DissolveTex: {instanceID: 0}
userData:
assetBundleName:
@@ -0,0 +1,407 @@
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
Shader "Alloy/Tessellation/Directional Blend" {
Properties {
// Global Settings
_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
_SrcBlend ("__src", Float) = 0
_DstBlend ("__dst", Float) = 0
_ZWrite ("__zw", Float) = 1
[LM_TransparencyCutOff]
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
[Toggle(EFFECT_BUMP)]
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale,_BumpMap2,_BumpScale2}, NormalMaps:{}}}", Float) = 1
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_SpecTex,_Occlusion,_MaterialMap2,_Occlusion2}}}", Float) = 0
// Main Textures
_MainTextures ("'Main Textures' {Section:{Color:0}}", Float) = 0
[LM_Albedo] [LM_Transparency]
_Color ("'Tint' {}", Color) = (1,1,1,1)
[LM_MasterTilingOffset] [LM_Albedo]
_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
_MainTexUV ("UV Set", Float) = 0
[LM_Metallic]
_SpecTex ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex}", 2D) = "white" {}
[LM_NormalMap]
_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Main Properties
_MainPhysicalProperties ("'Main Properties' {Section:{Color:1}}", Float) = 0
[LM_Metallic]
_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
_SpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_BumpScale ("'Normal Strength' {}", Float) = 1
// Tessellation
_TessellationProperties ("'Tessellation' {Section:{Color:5}}", Float) = 0
[KeywordEnum(Displacement, Phong)]
_TessellationMode ("'Mode' {Dropdown:{Displacement:{_Phong}, Phong:{_DispTex, _Displacement}}}", Float) = 0
_DispTex ("'Heightmap(G)' {Visualize:{RGB}}", 2D) = "black" {}
_DispTexVelocity ("Scroll", Vector) = (0,0,0,0)
_Displacement ("'Displacement' {Min:0, Max:30}", Float) = 0.3
_Phong ("'Phong Strength' {Min:0, Max:1}", Float) = 0.5
_EdgeLength ("'Edge Length' {Min:2, Max:50}", Float) = 15
// AO2
[Toggle(_AO2_ON)]
_AO2 ("'AO2' {Feature:{Color:6}}", Float) = 0
_Ao2Map ("'AO2(G)' {Visualize:{RGB}}", 2D) = "white" {}
_Ao2MapUV ("UV Set", Float) = 1
_Ao2Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
// Detail
[Toggle(_DETAIL_MULX2)]
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
[Toggle(_NORMALMAP)]
_DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0
_DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
[Enum(Mul, 0, MulX2, 1)]
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
_DetailAlbedoMapUV ("UV Set", Float) = 0
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
// Team Color
[Toggle(_TEAMCOLOR_ON)]
_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
[Enum(Masks, 0, Tint, 1)]
_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
// Decal
[Toggle(_DECAL_ON)]
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
_DecalTexUV ("UV Set", Float) = 0
_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
// Emission
[Toggle(_EMISSION)]
_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
[LM_Emission]
[HDR]
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
[LM_Emission]
_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
_IncandescenceMapUV ("UV Set", Float) = 0
[Gamma]
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
// Rim Emission
[Toggle(_RIM_ON)]
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
[HDR]
_RimColor ("'Tint' {}", Color) = (1,1,1)
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
_RimTexUV ("UV Set", Float) = 0
[Gamma]
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
[Gamma]
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
// Dissolve
[Toggle(_DISSOLVE_ON)]
_Dissolve ("'Dissolve' {Feature:{Color:12}}", Float) = 0
[HDR]
_DissolveGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1)
_DissolveTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_DissolveTexUV ("UV Set", Float) = 0
_DissolveCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0
[Gamma]
_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
// Wetness
[Toggle(_WETNESS_ON)]
_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
_WetMaskUV ("UV Set", Float) = 0
_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
_WetTint ("'Tint' {}", Color) = (1,1,1,1)
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
_WetNormalMapUV ("UV Set", Float) = 0
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
_WetNormalMapScale ("'Normal Strength' {}", Float) = 1
// Directional Blend
_DirectionalBlendProperties ("'Directional Blend' {Section:{Color:14}}", Float) = 0
[Toggle(_DIRECTIONALBLENDMODE_WORLD)]
_DirectionalBlendMode ("'Mode' {Dropdown:{Object:{}, World:{}}}", Float) = 1
_DirectionalBlendDirection ("'Direction' {Vector:Euler}", Vector) = (0,1,0,0)
_DirectionalBlendDirectionEulerUI ("'Rotation' {Vector:3}", Vector) = (0,0,0,0)
_OrientedScale ("'Weight' {Min:0, Max:1}", Float) = 1.0
_OrientedCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0.25
_OrientedBlend ("'Blend' {Min:0.0001, Max:1}", Float) = 0.1
_DirectionalBlendAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
// Secondary Textures
_SecondaryTextures ("'Secondary Textures' {Section:{Color:15}}", Float) = 0
_Color2 ("'Tint' {}", Color) = (1,1,1,1)
_MainTex2 ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_MainTex2Velocity ("Scroll", Vector) = (0,0,0,0)
_MainTex2UV ("UV Set", Float) = 0
_MaterialMap2 ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex2}", 2D) = "white" {}
_BumpMap2 ("'Normals' {Visualize:{NRM}, Parent:_MainTex2}", 2D) = "bump" {}
_BaseColorVertexTint2 ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Secondary Properties
_SecondaryPhysicalProperties ("'Secondary Properties' {Section:{Color:16}}", Float) = 0
_Metallic2 ("'Metallic' {Min:0, Max:1}", Float) = 1
_Specularity2 ("'Specularity' {Min:0, Max:1}", Float) = 1
_SpecularTint2 ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_Roughness2 ("'Roughness' {Min:0, Max:1}", Float) = 1
_Occlusion2 ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_BumpScale2 ("'Normal Strength' {}", Float) = 1
// Forward Rendering Options
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
[ToggleOff]
_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
[ToggleOff]
_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
// Advanced Options
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
}
CGINCLUDE
#define A_TESSELLATION_SHADER
ENDCG
SubShader {
Tags {
"RenderType" = "Opaque"
"PerformanceChecks" = "False"
//"DisableBatching" = "LODFading"
}
LOD 300
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
CGPROGRAM
//#pragma target 4.6
#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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _DIRECTIONALBLENDMODE_WORLD
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDBASE
#include "Assets/Alloy/Shaders/Definition/DirectionalBlend.cginc"
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend [_SrcBlend] One
ZWrite Off
CGPROGRAM
//#pragma target 4.6
#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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _DIRECTIONALBLENDMODE_WORLD
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDADD
#include "Assets/Alloy/Shaders/Definition/DirectionalBlend.cginc"
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
ENDCG
}
Pass {
Name "SHADOWCASTER"
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _DISSOLVE_ON
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_SHADOWCASTER
#include "Assets/Alloy/Shaders/Definition/DirectionalBlend.cginc"
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
ENDCG
}
Pass {
Name "DEFERRED"
Tags { "LightMode" = "Deferred" }
CGPROGRAM
//#pragma target 4.6
#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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _DIRECTIONALBLENDMODE_WORLD
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_prepassfinal
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_DEFERRED
#include "Assets/Alloy/Shaders/Definition/DirectionalBlend.cginc"
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
ENDCG
}
Pass {
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers nomrt gles
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _DIRECTIONALBLENDMODE_WORLD
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_META
#include "Assets/Alloy/Shaders/Definition/DirectionalBlend.cginc"
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
ENDCG
}
}
FallBack "Alloy/Directional Blend"
CustomEditor "AlloyFieldBasedEditor"
}
@@ -0,0 +1,29 @@
fileFormatVersion: 2
guid: 8316c572e004a604c8e86cda3a3cfde5
timeCreated: 1430076271
licenseType: Pro
ShaderImporter:
defaultTextures:
- _MainTex: {instanceID: 0}
- _SpecTex: {instanceID: 0}
- _BumpMap: {instanceID: 0}
- _DispTex: {instanceID: 0}
- _ParallaxMap: {instanceID: 0}
- _Ao2Map: {instanceID: 0}
- _DetailMask: {instanceID: 0}
- _DetailAlbedoMap: {instanceID: 0}
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
type: 3}
- _DetailNormalMap: {instanceID: 0}
- _TeamColorMaskMap: {instanceID: 0}
- _DecalTex: {instanceID: 0}
- _EmissionMap: {instanceID: 0}
- _IncandescenceMap: {instanceID: 0}
- _RimTex: {instanceID: 0}
- _DissolveTex: {instanceID: 0}
- _OrientedMainTex: {instanceID: 0}
- _OrientedMaterialMap: {instanceID: 0}
- _OrientedBumpMap: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,366 @@
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
Shader "Alloy/Tessellation/Glass/HighQuality" {
Properties {
[Toggle(EFFECT_BUMP)]
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_SpecTex,_Occlusion}}}", Float) = 0
// Main Textures
_MainTextures ("'Main Textures' {Section:{Color:0}}", Float) = 0
[LM_Albedo] [LM_Transparency]
_Color ("'Tint' {}", Color) = (1,1,1,1)
[LM_MasterTilingOffset] [LM_Albedo]
_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
_MainTexUV ("UV Set", Float) = 0
[LM_Metallic]
_SpecTex ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex}", 2D) = "white" {}
[LM_NormalMap]
_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Main Properties
_MainPhysicalProperties ("'Main Properties' {Section:{Color:1}}", Float) = 0
[LM_Metallic]
_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
_SpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_BumpScale ("'Normal Strength' {}", Float) = 1
// Distortion Properties
_DistortionProperties ("'Distortion' {Section:{Color:2}}", Float) = 0
_DistortWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DistortIntensity ("'Intensity' {Min:0, Max:128}", Float) = 10
_DistortGeoWeight ("'Geometry Influence' {Min:0, Max:1}", Float) = 1
// Tessellation
_TessellationProperties ("'Tessellation' {Section:{Color:5}}", Float) = 0
[KeywordEnum(Displacement, Phong)]
_TessellationMode ("'Mode' {Dropdown:{Displacement:{_Phong}, Phong:{_DispTex, _Displacement}}}", Float) = 0
_DispTex ("'Heightmap(G)' {Visualize:{RGB}}", 2D) = "black" {}
_DispTexVelocity ("Scroll", Vector) = (0,0,0,0)
_Displacement ("'Displacement' {Min:0, Max:30}", Float) = 0.3
_Phong ("'Phong Strength' {Min:0, Max:1}", Float) = 0.5
_EdgeLength ("'Edge Length' {Min:2, Max:50}", Float) = 15
// AO2
[Toggle(_AO2_ON)]
_AO2 ("'AO2' {Feature:{Color:6}}", Float) = 0
_Ao2Map ("'AO2(G)' {Visualize:{RGB}}", 2D) = "white" {}
_Ao2MapUV ("UV Set", Float) = 1
_Ao2Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
// Detail
[Toggle(_DETAIL_MULX2)]
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
[Toggle(_NORMALMAP)]
_DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0
_DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
[Enum(Mul, 0, MulX2, 1)]
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
_DetailAlbedoMapUV ("UV Set", Float) = 0
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
// Team Color
[Toggle(_TEAMCOLOR_ON)]
_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
[Enum(Masks, 0, Tint, 1)]
_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
// Decal
[Toggle(_DECAL_ON)]
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
_DecalTexUV ("UV Set", Float) = 0
_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
// Emission
[Toggle(_EMISSION)]
_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
[LM_Emission]
[HDR]
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
[LM_Emission]
_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
_IncandescenceMapUV ("UV Set", Float) = 0
[Gamma]
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
// Rim Emission
[Toggle(_RIM_ON)]
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
[HDR]
_RimColor ("'Tint' {}", Color) = (1,1,1)
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
_RimTexUV ("UV Set", Float) = 0
[Gamma]
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
[Gamma]
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
// Dissolve
[Toggle(_DISSOLVE_ON)]
_Dissolve ("'Dissolve' {Feature:{Color:12}}", Float) = 0
[HDR]
_DissolveGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1)
_DissolveTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_DissolveTexUV ("UV Set", Float) = 0
_DissolveCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0
[Gamma]
_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
// Wetness
[Toggle(_WETNESS_ON)]
_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
_WetMaskUV ("UV Set", Float) = 0
_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
_WetTint ("'Tint' {}", Color) = (1,1,1,1)
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
_WetNormalMapUV ("UV Set", Float) = 0
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
_WetNormalMapScale ("'Normal Strength' {}", Float) = 1
// Forward Rendering Options
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
[ToggleOff]
_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
[ToggleOff]
_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
// Advanced Options
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
}
CGINCLUDE
#define _ALPHAPREMULTIPLY_ON
#define A_TESSELLATION_SHADER
ENDCG
SubShader {
// We must be transparent, so other objects are drawn before this one.
Tags {
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Opaque"
//"DisableBatching" = "LODFading"
}
LOD 500
GrabPass { }
Pass {
Name "DISTORT"
Tags { "LightMode" = "Always" }
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_instancing
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define A_PASS_DISTORT
#include "Assets/Alloy/Shaders/Definition/Core.cginc"
#include "Assets/Alloy/Shaders/Forward/Distort.cginc"
ENDCG
}
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend One OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDBASE
#include "Assets/Alloy/Shaders/Definition/Core.cginc"
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
ZWrite Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#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 hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDADD
#include "Assets/Alloy/Shaders/Definition/Core.cginc"
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
ENDCG
}
Pass {
Name "SHADOWCASTER"
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _DISSOLVE_ON
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_SHADOWCASTER
#include "Assets/Alloy/Shaders/Definition/Core.cginc"
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
ENDCG
}
Pass {
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers nomrt gles
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_META
#include "Assets/Alloy/Shaders/Definition/Core.cginc"
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
ENDCG
}
}
FallBack "Alloy/Glass/HighQuality"
CustomEditor "AlloyFieldBasedEditor"
}
@@ -0,0 +1,21 @@
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- _SpecTex: {instanceID: 0}
- _BumpMap: {instanceID: 0}
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- _DetailMask: {instanceID: 0}
- _DetailAlbedoMap: {instanceID: 0}
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
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- _DetailNormalMap: {instanceID: 0}
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- _EmissionMap: {instanceID: 0}
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- _RimTex: {instanceID: 0}
- _DissolveTex: {instanceID: 0}
userData:
assetBundleName:
@@ -0,0 +1,369 @@
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
Shader "Alloy/Tessellation/Glass/LowQuality" {
Properties {
[Toggle(EFFECT_BUMP)]
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_SpecTex,_Occlusion}}}", Float) = 0
// Main Textures
_MainTextures ("'Main Textures' {Section:{Color:0}}", Float) = 0
[LM_Albedo] [LM_Transparency]
_Color ("'Tint' {}", Color) = (1,1,1,1)
[LM_MasterTilingOffset] [LM_Albedo]
_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
_MainTexUV ("UV Set", Float) = 0
[LM_Metallic]
_SpecTex ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex}", 2D) = "white" {}
[LM_NormalMap]
_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Main Properties
_MainPhysicalProperties ("'Main Properties' {Section:{Color:1}}", Float) = 0
[LM_Metallic]
_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
_SpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_BumpScale ("'Normal Strength' {}", Float) = 1
// Distortion Properties
_DistortionProperties ("'Distortion' {Section:{Color:2}}", Float) = 0
_DistortWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DistortIntensity ("'Intensity' {Min:0, Max:128}", Float) = 10
_DistortGeoWeight ("'Geometry Influence' {Min:0, Max:1}", Float) = 1
// Tessellation
_TessellationProperties ("'Tessellation' {Section:{Color:5}}", Float) = 0
[KeywordEnum(Displacement, Phong)]
_TessellationMode ("'Mode' {Dropdown:{Displacement:{_Phong}, Phong:{_DispTex, _Displacement}}}", Float) = 0
_DispTex ("'Heightmap(G)' {Visualize:{RGB}}", 2D) = "black" {}
_DispTexVelocity ("Scroll", Vector) = (0,0,0,0)
_Displacement ("'Displacement' {Min:0, Max:30}", Float) = 0.3
_Phong ("'Phong Strength' {Min:0, Max:1}", Float) = 0.5
_EdgeLength ("'Edge Length' {Min:2, Max:50}", Float) = 15
// AO2
[Toggle(_AO2_ON)]
_AO2 ("'AO2' {Feature:{Color:6}}", Float) = 0
_Ao2Map ("'AO2(G)' {Visualize:{RGB}}", 2D) = "white" {}
_Ao2MapUV ("UV Set", Float) = 1
_Ao2Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
// Detail
[Toggle(_DETAIL_MULX2)]
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
[Toggle(_NORMALMAP)]
_DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0
_DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
[Enum(Mul, 0, MulX2, 1)]
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
_DetailAlbedoMapUV ("UV Set", Float) = 0
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
// Team Color
[Toggle(_TEAMCOLOR_ON)]
_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
[Enum(Masks, 0, Tint, 1)]
_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
// Decal
[Toggle(_DECAL_ON)]
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
_DecalTexUV ("UV Set", Float) = 0
_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
// Emission
[Toggle(_EMISSION)]
_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
[LM_Emission]
[HDR]
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
[LM_Emission]
_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
_IncandescenceMapUV ("UV Set", Float) = 0
[Gamma]
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
// Rim Emission
[Toggle(_RIM_ON)]
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
[HDR]
_RimColor ("'Tint' {}", Color) = (1,1,1)
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
_RimTexUV ("UV Set", Float) = 0
[Gamma]
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
[Gamma]
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
// Dissolve
[Toggle(_DISSOLVE_ON)]
_Dissolve ("'Dissolve' {Feature:{Color:12}}", Float) = 0
[HDR]
_DissolveGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1)
_DissolveTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_DissolveTexUV ("UV Set", Float) = 0
_DissolveCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0
[Gamma]
_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
// Wetness
[Toggle(_WETNESS_ON)]
_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
_WetMaskUV ("UV Set", Float) = 0
_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
_WetTint ("'Tint' {}", Color) = (1,1,1,1)
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
_WetNormalMapUV ("UV Set", Float) = 0
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
_WetNormalMapScale ("'Normal Strength' {}", Float) = 1
// Forward Rendering Options
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
[ToggleOff]
_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
[ToggleOff]
_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
// Advanced Options
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
}
CGINCLUDE
#define _ALPHAPREMULTIPLY_ON
#define A_TESSELLATION_SHADER
#define A_DISTORT_TEXTURE _AlloyGlassGrabTexture
ENDCG
SubShader {
// We must be transparent, so other objects are drawn before this one.
Tags {
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Opaque"
//"DisableBatching" = "LODFading"
}
LOD 500
GrabPass { "_AlloyGlassGrabTexture" }
Pass {
Name "DISTORT"
Tags { "LightMode" = "Always" }
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_instancing
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define A_PASS_DISTORT
#include "Assets/Alloy/Shaders/Definition/Core.cginc"
#include "Assets/Alloy/Shaders/Forward/Distort.cginc"
ENDCG
}
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend One OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDBASE
#include "Assets/Alloy/Shaders/Definition/Core.cginc"
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
ZWrite Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#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 hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDADD
#include "Assets/Alloy/Shaders/Definition/Core.cginc"
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
ENDCG
}
Pass {
Name "SHADOWCASTER"
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _DISSOLVE_ON
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_SHADOWCASTER
#include "Assets/Alloy/Shaders/Definition/Core.cginc"
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
ENDCG
}
Pass {
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers nomrt gles
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_META
#include "Assets/Alloy/Shaders/Definition/Core.cginc"
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
ENDCG
}
}
FallBack "Alloy/Glass/LowQuality"
CustomEditor "AlloyFieldBasedEditor"
}
@@ -0,0 +1,22 @@
fileFormatVersion: 2
guid: 0dbdba5bbc6a6d347901c6f93c5a0dbc
ShaderImporter:
defaultTextures:
- _MainTex: {instanceID: 0}
- _SpecTex: {instanceID: 0}
- _BumpMap: {instanceID: 0}
- _DispTex: {instanceID: 0}
- _Ao2Map: {instanceID: 0}
- _DetailMask: {instanceID: 0}
- _DetailAlbedoMap: {instanceID: 0}
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
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- _IncandescenceMap: {instanceID: 0}
- _RimTex: {instanceID: 0}
- _DissolveTex: {instanceID: 0}
userData:
assetBundleName:
@@ -0,0 +1,400 @@
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
Shader "Alloy/Tessellation/Oriented/Blend" {
Properties {
// Global Settings
_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
_SrcBlend ("__src", Float) = 0
_DstBlend ("__dst", Float) = 0
_ZWrite ("__zw", Float) = 1
[LM_TransparencyCutOff]
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
[Toggle(EFFECT_BUMP)]
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale,_OrientedBumpMap,_OrientedNormalMapScale}, NormalMaps:{}}}", Float) = 1
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_SpecTex,_Occlusion,_OrientedMaterialMap,_OrientedOcclusion}}}", Float) = 0
// Main Textures
_MainTextures ("'Main Textures' {Section:{Color:0}}", Float) = 0
[LM_Albedo] [LM_Transparency]
_Color ("'Tint' {}", Color) = (1,1,1,1)
[LM_MasterTilingOffset] [LM_Albedo]
_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
_MainTexUV ("UV Set", Float) = 0
[LM_Metallic]
_SpecTex ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex}", 2D) = "white" {}
[LM_NormalMap]
_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Main Properties
_MainPhysicalProperties ("'Main Properties' {Section:{Color:1}}", Float) = 0
[LM_Metallic]
_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
_SpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_BumpScale ("'Normal Strength' {}", Float) = 1
// Tessellation
_TessellationProperties ("'Tessellation' {Section:{Color:5}}", Float) = 0
[KeywordEnum(Displacement, Phong)]
_TessellationMode ("'Mode' {Dropdown:{Displacement:{_Phong}, Phong:{_DispTex, _Displacement}}}", Float) = 0
_DispTex ("'Heightmap(G)' {Visualize:{RGB}}", 2D) = "black" {}
_DispTexVelocity ("Scroll", Vector) = (0,0,0,0)
_Displacement ("'Displacement' {Min:0, Max:30}", Float) = 0.3
_Phong ("'Phong Strength' {Min:0, Max:1}", Float) = 0.5
_EdgeLength ("'Edge Length' {Min:2, Max:50}", Float) = 15
// AO2
[Toggle(_AO2_ON)]
_AO2 ("'AO2' {Feature:{Color:6}}", Float) = 0
_Ao2Map ("'AO2(G)' {Visualize:{RGB}}", 2D) = "white" {}
_Ao2MapUV ("UV Set", Float) = 1
_Ao2Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
// Detail
[Toggle(_DETAIL_MULX2)]
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
[Toggle(_NORMALMAP)]
_DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0
_DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
[Enum(Mul, 0, MulX2, 1)]
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
_DetailAlbedoMapUV ("UV Set", Float) = 0
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
// Team Color
[Toggle(_TEAMCOLOR_ON)]
_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
[Enum(Masks, 0, Tint, 1)]
_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
// Decal
[Toggle(_DECAL_ON)]
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
_DecalTexUV ("UV Set", Float) = 0
_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
// Emission
[Toggle(_EMISSION)]
_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
[LM_Emission]
[HDR]
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
[LM_Emission]
_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
_IncandescenceMapUV ("UV Set", Float) = 0
[Gamma]
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
// Rim Emission
[Toggle(_RIM_ON)]
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
[HDR]
_RimColor ("'Tint' {}", Color) = (1,1,1)
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
_RimTexUV ("UV Set", Float) = 0
[Gamma]
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
[Gamma]
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
// Dissolve
[Toggle(_DISSOLVE_ON)]
_Dissolve ("'Dissolve' {Feature:{Color:12}}", Float) = 0
[HDR]
_DissolveGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1)
_DissolveTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_DissolveTexUV ("UV Set", Float) = 0
_DissolveCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0
[Gamma]
_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
// Wetness
[Toggle(_WETNESS_ON)]
_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
_WetMaskUV ("UV Set", Float) = 0
_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
_WetTint ("'Tint' {}", Color) = (1,1,1,1)
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
_WetNormalMapUV ("UV Set", Float) = 0
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
_WetNormalMapScale ("'Normal Strength' {}", Float) = 1
// Directional Blend
_DirectionalBlendProperties ("'Directional Blend' {Section:{Color:14}}", Float) = 0
_DirectionalBlendDirection ("'Direction' {Vector:Euler}", Vector) = (0,1,0,0)
_DirectionalBlendDirectionEulerUI ("'Rotation' {Vector:3}", Vector) = (0,0,0,0)
_OrientedScale ("'Weight' {Min:0, Max:1}", Float) = 1.0
_OrientedCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0.25
_OrientedBlend ("'Blend' {Min:0.0001, Max:1}", Float) = 0.1
_DirectionalBlendAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
// Oriented Textures
_OrientedTextures ("'Oriented Textures' {Section:{Color:15}}", Float) = 0
_OrientedColor ("'Tint' {}", Color) = (1,1,1,1)
_OrientedMainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_OrientedMainTexVelocity ("Scroll", Vector) = (0,0,0,0)
_OrientedMaterialMap ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_OrientedMainTex}", 2D) = "white" {}
_OrientedBumpMap ("'Normals' {Visualize:{NRM}, Parent:_OrientedMainTex}", 2D) = "bump" {}
_OrientedColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Oriented Properties
_OrientedPhysicalProperties ("'Oriented Properties' {Section:{Color:16}}", Float) = 0
_OrientedMetallic ("'Metallic' {Min:0, Max:1}", Float) = 1
_OrientedSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 1
_OrientedSpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_OrientedRoughness ("'Roughness' {Min:0, Max:1}", Float) = 1
_OrientedOcclusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_OrientedNormalMapScale ("'Normal Strength' {}", Float) = 1
// Forward Rendering Options
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
[ToggleOff]
_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
[ToggleOff]
_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
// Advanced Options
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
}
CGINCLUDE
#define A_TESSELLATION_SHADER
ENDCG
SubShader {
Tags {
"RenderType" = "Opaque"
"PerformanceChecks" = "False"
//"DisableBatching" = "LODFading"
}
LOD 300
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
CGPROGRAM
//#pragma target 4.6
#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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDBASE
#include "Assets/Alloy/Shaders/Definition/OrientedBlend.cginc"
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend [_SrcBlend] One
ZWrite Off
CGPROGRAM
//#pragma target 4.6
#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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#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 hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDADD
#include "Assets/Alloy/Shaders/Definition/OrientedBlend.cginc"
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
ENDCG
}
Pass {
Name "SHADOWCASTER"
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _DISSOLVE_ON
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_SHADOWCASTER
#include "Assets/Alloy/Shaders/Definition/OrientedBlend.cginc"
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
ENDCG
}
Pass {
Name "DEFERRED"
Tags { "LightMode" = "Deferred" }
CGPROGRAM
//#pragma target 4.6
#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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_prepassfinal
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_DEFERRED
#include "Assets/Alloy/Shaders/Definition/OrientedBlend.cginc"
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
ENDCG
}
Pass {
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers nomrt gles
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_META
#include "Assets/Alloy/Shaders/Definition/OrientedBlend.cginc"
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
ENDCG
}
}
FallBack "Alloy/Oriented/Blend"
CustomEditor "AlloyFieldBasedEditor"
}
@@ -0,0 +1,30 @@
fileFormatVersion: 2
guid: 56b28f3357f8150439187ac0940d66bd
timeCreated: 1423414485
licenseType: Pro
ShaderImporter:
defaultTextures:
- _MainTex: {instanceID: 0}
- _SpecTex: {instanceID: 0}
- _BumpMap: {instanceID: 0}
- _DispTex: {instanceID: 0}
- _DetailMask: {instanceID: 0}
- _DetailAlbedoMap: {instanceID: 0}
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
type: 3}
- _DetailNormalMap: {instanceID: 0}
- _TeamColorMaskMap: {instanceID: 0}
- _EmissionMap: {instanceID: 0}
- _IncandescenceMap: {instanceID: 0}
- _RimTex: {instanceID: 0}
- _DissolveTex: {instanceID: 0}
- _BlendMap: {instanceID: 0}
- _MainTex2: {instanceID: 0}
- _MaterialMap2: {instanceID: 0}
- _BumpMap2: {instanceID: 0}
- _EmissionMap2: {instanceID: 0}
- _IncandescenceMap2: {instanceID: 0}
- _RimTex2: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,230 @@
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
Shader "Alloy/Tessellation/Oriented/Core" {
Properties {
// Global Settings
_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
_SrcBlend ("__src", Float) = 0
_DstBlend ("__dst", Float) = 0
_ZWrite ("__zw", Float) = 1
[LM_TransparencyCutOff]
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
[Toggle(EFFECT_BUMP)]
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_OrientedBumpMap,_OrientedNormalMapScale}, NormalMaps:{}}}", Float) = 1
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_SpecTex,_Occlusion,_OrientedMaterialMap,_OrientedOcclusion}}}", Float) = 0
// Oriented Textures
_OrientedTextures ("'Oriented Textures' {Section:{Color:15}}", Float) = 0
_OrientedColor ("'Tint' {}", Color) = (1,1,1,1)
_OrientedMainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_OrientedMainTexVelocity ("Scroll", Vector) = (0,0,0,0)
_OrientedMaterialMap ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_OrientedMainTex}", 2D) = "white" {}
_OrientedBumpMap ("'Normals' {Visualize:{NRM}, Parent:_OrientedMainTex}", 2D) = "bump" {}
_OrientedColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Oriented Properties
_OrientedPhysicalProperties ("'Oriented Properties' {Section:{Color:16}}", Float) = 0
_OrientedMetallic ("'Metallic' {Min:0, Max:1}", Float) = 1
_OrientedSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 1
_OrientedSpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_OrientedRoughness ("'Roughness' {Min:0, Max:1}", Float) = 1
_OrientedOcclusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_OrientedNormalMapScale ("'Normal Strength' {}", Float) = 1
// Tessellation
_TessellationProperties ("'Tessellation' {Section:{Color:5}}", Float) = 0
[KeywordEnum(Displacement, Phong)]
_TessellationMode ("'Mode' {Dropdown:{Displacement:{_Phong}, Phong:{_DispTex, _Displacement}}}", Float) = 0
_DispTex ("'Heightmap(G)' {Visualize:{RGB}}", 2D) = "black" {}
_DispTexVelocity ("Scroll", Vector) = (0,0,0,0)
_Displacement ("'Displacement' {Min:0, Max:30}", Float) = 0.3
_Phong ("'Phong Strength' {Min:0, Max:1}", Float) = 0.5
_EdgeLength ("'Edge Length' {Min:2, Max:50}", Float) = 15
// Forward Rendering Options
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
[ToggleOff]
_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
[ToggleOff]
_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
// Advanced Options
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
}
CGINCLUDE
#define A_TESSELLATION_SHADER
ENDCG
SubShader {
Tags {
"RenderType" = "Opaque"
"PerformanceChecks" = "False"
//"DisableBatching" = "LODFading"
}
LOD 300
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDBASE
#include "Assets/Alloy/Shaders/Definition/OrientedCore.cginc"
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend [_SrcBlend] One
ZWrite Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDADD
#include "Assets/Alloy/Shaders/Definition/OrientedCore.cginc"
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
ENDCG
}
Pass {
Name "SHADOWCASTER"
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_SHADOWCASTER
#include "Assets/Alloy/Shaders/Definition/OrientedCore.cginc"
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
ENDCG
}
Pass {
Name "DEFERRED"
Tags { "LightMode" = "Deferred" }
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers nomrt gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_prepassfinal
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_DEFERRED
#include "Assets/Alloy/Shaders/Definition/OrientedCore.cginc"
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
ENDCG
}
Pass {
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers nomrt gles
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_META
#include "Assets/Alloy/Shaders/Definition/OrientedCore.cginc"
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
ENDCG
}
}
FallBack "Alloy/Oriented/Core"
CustomEditor "AlloyFieldBasedEditor"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 4cd81e1b932831945a162eb62b6394e4
timeCreated: 1423414480
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,345 @@
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
Shader "Alloy/Tessellation/Transmission/OneSided (Forward)" {
Properties {
// Global Settings
_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
_SrcBlend ("__src", Float) = 0
_DstBlend ("__dst", Float) = 0
_ZWrite ("__zw", Float) = 1
[LM_TransparencyCutOff]
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
[Toggle(EFFECT_BUMP)]
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_SpecTex,_Occlusion}}}", Float) = 0
[Enum(Front, 1, Back, 2)]
_ShadowCullMode ("'Shadow Cull Mode' {Dropdown:{Off:{}, Front:{}, Back:{}}}", Float) = 2
// Main Textures
_MainTextures ("'Main Textures' {Section:{Color:0}}", Float) = 0
[LM_Albedo] [LM_Transparency]
_Color ("'Tint' {}", Color) = (1,1,1,1)
[LM_MasterTilingOffset] [LM_Albedo]
_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
_MainTexUV ("UV Set", Float) = 0
[LM_Metallic]
_SpecTex ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex}", 2D) = "white" {}
[LM_NormalMap]
_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Main Properties
_MainPhysicalProperties ("'Main Properties' {Section:{Color:1}}", Float) = 0
[LM_Metallic]
_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
_SpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_BumpScale ("'Normal Strength' {}", Float) = 1
// Transmission
_TransmissionProperties ("'Transmission' {Section:{Color:3}}", Float) = 0
_TransColor ("'Tint' {}", Color) = (1,1,1)
_TransTex ("'Transmission(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
[Gamma]
_TransScale ("'Weight' {Min:0, Max:1}", Float) = 1
_TransDistortion ("'Bump Distortion' {Min:0, Max:1}", Float) = 0.05
_TransPower ("'Falloff' {Min:1}", Float) = 1
// Tessellation
_TessellationProperties ("'Tessellation' {Section:{Color:5}}", Float) = 0
[KeywordEnum(Displacement, Phong)]
_TessellationMode ("'Mode' {Dropdown:{Displacement:{_Phong}, Phong:{_DispTex, _Displacement}}}", Float) = 0
_DispTex ("'Heightmap(G)' {Visualize:{RGB}}", 2D) = "black" {}
_DispTexVelocity ("Scroll", Vector) = (0,0,0,0)
_Displacement ("'Displacement' {Min:0, Max:30}", Float) = 0.3
_Phong ("'Phong Strength' {Min:0, Max:1}", Float) = 0.5
_EdgeLength ("'Edge Length' {Min:2, Max:50}", Float) = 15
// AO2
[Toggle(_AO2_ON)]
_AO2 ("'AO2' {Feature:{Color:6}}", Float) = 0
_Ao2Map ("'AO2(G)' {Visualize:{RGB}}", 2D) = "white" {}
_Ao2MapUV ("UV Set", Float) = 1
_Ao2Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
// Detail
[Toggle(_DETAIL_MULX2)]
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
[Toggle(_NORMALMAP)]
_DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0
_DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
[Enum(Mul, 0, MulX2, 1)]
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
_DetailAlbedoMapUV ("UV Set", Float) = 0
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
// Team Color
[Toggle(_TEAMCOLOR_ON)]
_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
[Enum(Masks, 0, Tint, 1)]
_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
// Decal
[Toggle(_DECAL_ON)]
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
_DecalTexUV ("UV Set", Float) = 0
_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
// Emission
[Toggle(_EMISSION)]
_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
[LM_Emission]
[HDR]
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
[LM_Emission]
_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
_IncandescenceMapUV ("UV Set", Float) = 0
[Gamma]
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
// Rim Emission
[Toggle(_RIM_ON)]
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
[HDR]
_RimColor ("'Tint' {}", Color) = (1,1,1)
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
_RimTexUV ("UV Set", Float) = 0
[Gamma]
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
[Gamma]
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
// Dissolve
[Toggle(_DISSOLVE_ON)]
_Dissolve ("'Dissolve' {Feature:{Color:12}}", Float) = 0
[HDR]
_DissolveGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1)
_DissolveTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_DissolveTexUV ("UV Set", Float) = 0
_DissolveCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0
[Gamma]
_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
// Wetness
[Toggle(_WETNESS_ON)]
_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
_WetMaskUV ("UV Set", Float) = 0
_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
_WetTint ("'Tint' {}", Color) = (1,1,1,1)
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
_WetNormalMapUV ("UV Set", Float) = 0
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
_WetNormalMapScale ("'Normal Strength' {}", Float) = 1
// Forward Rendering Options
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
[ToggleOff]
_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
[ToggleOff]
_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
// Advanced Options
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
}
CGINCLUDE
#define A_FORWARD_ONLY_SHADER
#define A_TESSELLATION_SHADER
ENDCG
SubShader {
Tags {
"RenderType" = "Opaque"
"PerformanceChecks" = "False"
//"DisableBatching" = "LODFading"
}
LOD 300
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
CGPROGRAM
//#pragma target 4.6
#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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDBASE
#include "Assets/Alloy/Shaders/Definition/Transmission.cginc"
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend [_SrcBlend] One
ZWrite Off
CGPROGRAM
//#pragma target 4.6
#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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#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 hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDADD
#include "Assets/Alloy/Shaders/Definition/Transmission.cginc"
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
ENDCG
}
Pass {
Name "SHADOWCASTER"
Tags { "LightMode" = "ShadowCaster" }
Cull [_ShadowCullMode]
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _DISSOLVE_ON
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_SHADOWCASTER
#include "Assets/Alloy/Shaders/Definition/Transmission.cginc"
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
ENDCG
}
Pass {
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers nomrt gles
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_META
#include "Assets/Alloy/Shaders/Definition/Transmission.cginc"
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
ENDCG
}
}
FallBack "Alloy/Transmission/OneSided (Forward)"
CustomEditor "AlloyFieldBasedEditor"
}
@@ -0,0 +1,22 @@
fileFormatVersion: 2
guid: 5aef130e2ed61b14589fe8b5434ea038
ShaderImporter:
defaultTextures:
- _MainTex: {instanceID: 0}
- _SpecTex: {instanceID: 0}
- _BumpMap: {instanceID: 0}
- _TransTex: {instanceID: 0}
- _DispTex: {instanceID: 0}
- _DetailMask: {instanceID: 0}
- _DetailAlbedoMap: {instanceID: 0}
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
type: 3}
- _DetailNormalMap: {instanceID: 0}
- _TeamColorMaskMap: {instanceID: 0}
- _DecalTex: {instanceID: 0}
- _EmissionMap: {instanceID: 0}
- _IncandescenceMap: {instanceID: 0}
- _RimTex: {instanceID: 0}
- _DissolveTex: {instanceID: 0}
userData:
assetBundleName:
@@ -0,0 +1,383 @@
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
Shader "Alloy/Tessellation/Transmission/OneSided" {
Properties {
// Global Settings
_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
_SrcBlend ("__src", Float) = 0
_DstBlend ("__dst", Float) = 0
_ZWrite ("__zw", Float) = 1
[LM_TransparencyCutOff]
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
[Toggle(EFFECT_BUMP)]
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_SpecTex,_Occlusion}}}", Float) = 0
[Enum(Front, 1, Back, 2)]
_ShadowCullMode ("'Shadow Cull Mode' {Dropdown:{Off:{}, Front:{}, Back:{}}}", Float) = 2
// Main Textures
_MainTextures ("'Main Textures' {Section:{Color:0}}", Float) = 0
[LM_Albedo] [LM_Transparency]
_Color ("'Tint' {}", Color) = (1,1,1,1)
[LM_MasterTilingOffset] [LM_Albedo]
_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
_MainTexUV ("UV Set", Float) = 0
[LM_Metallic]
_SpecTex ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex}", 2D) = "white" {}
[LM_NormalMap]
_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Main Properties
_MainPhysicalProperties ("'Main Properties' {Section:{Color:1}}", Float) = 0
[LM_Metallic]
_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
_SpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_BumpScale ("'Normal Strength' {}", Float) = 1
// Transmission
_TransmissionProperties ("'Transmission' {Section:{Color:3}}", Float) = 0
_TransTex ("'Transmission(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
[Gamma]
_TransScale ("'Weight' {Min:0, Max:1}", Float) = 1
// Tessellation
_TessellationProperties ("'Tessellation' {Section:{Color:5}}", Float) = 0
[KeywordEnum(Displacement, Phong)]
_TessellationMode ("'Mode' {Dropdown:{Displacement:{_Phong}, Phong:{_DispTex, _Displacement}}}", Float) = 0
_DispTex ("'Heightmap(G)' {Visualize:{RGB}}", 2D) = "black" {}
_DispTexVelocity ("Scroll", Vector) = (0,0,0,0)
_Displacement ("'Displacement' {Min:0, Max:30}", Float) = 0.3
_Phong ("'Phong Strength' {Min:0, Max:1}", Float) = 0.5
_EdgeLength ("'Edge Length' {Min:2, Max:50}", Float) = 15
// AO2
[Toggle(_AO2_ON)]
_AO2 ("'AO2' {Feature:{Color:6}}", Float) = 0
_Ao2Map ("'AO2(G)' {Visualize:{RGB}}", 2D) = "white" {}
_Ao2MapUV ("UV Set", Float) = 1
_Ao2Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
// Detail
[Toggle(_DETAIL_MULX2)]
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
[Toggle(_NORMALMAP)]
_DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0
_DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
[Enum(Mul, 0, MulX2, 1)]
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
_DetailAlbedoMapUV ("UV Set", Float) = 0
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
// Team Color
[Toggle(_TEAMCOLOR_ON)]
_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
[Enum(Masks, 0, Tint, 1)]
_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
// Decal
[Toggle(_DECAL_ON)]
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
_DecalTexUV ("UV Set", Float) = 0
_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
// Emission
[Toggle(_EMISSION)]
_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
[LM_Emission]
[HDR]
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
[LM_Emission]
_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
_IncandescenceMapUV ("UV Set", Float) = 0
[Gamma]
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
// Rim Emission
[Toggle(_RIM_ON)]
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
[HDR]
_RimColor ("'Tint' {}", Color) = (1,1,1)
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
_RimTexUV ("UV Set", Float) = 0
[Gamma]
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
[Gamma]
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
// Dissolve
[Toggle(_DISSOLVE_ON)]
_Dissolve ("'Dissolve' {Feature:{Color:12}}", Float) = 0
[HDR]
_DissolveGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1)
_DissolveTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_DissolveTexUV ("UV Set", Float) = 0
_DissolveCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0
[Gamma]
_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
// Wetness
[Toggle(_WETNESS_ON)]
_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
_WetMaskUV ("UV Set", Float) = 0
_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
_WetTint ("'Tint' {}", Color) = (1,1,1,1)
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
_WetNormalMapUV ("UV Set", Float) = 0
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
_WetNormalMapScale ("'Normal Strength' {}", Float) = 1
// Forward Rendering Options
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
[ToggleOff]
_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
[ToggleOff]
_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
// Advanced Options
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
}
CGINCLUDE
#define A_TESSELLATION_SHADER
ENDCG
SubShader {
Tags {
"RenderType" = "Opaque"
"PerformanceChecks" = "False"
//"DisableBatching" = "LODFading"
}
LOD 300
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
CGPROGRAM
//#pragma target 4.6
#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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDBASE
#include "Assets/Alloy/Shaders/Definition/Transmission.cginc"
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend [_SrcBlend] One
ZWrite Off
CGPROGRAM
//#pragma target 4.6
#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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#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 hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDADD
#include "Assets/Alloy/Shaders/Definition/Transmission.cginc"
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
ENDCG
}
Pass {
Name "SHADOWCASTER"
Tags { "LightMode" = "ShadowCaster" }
Cull [_ShadowCullMode]
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _DISSOLVE_ON
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_SHADOWCASTER
#include "Assets/Alloy/Shaders/Definition/Transmission.cginc"
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
ENDCG
}
Pass {
Name "DEFERRED"
Tags { "LightMode" = "Deferred" }
CGPROGRAM
//#pragma target 4.6
#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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_prepassfinal
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_DEFERRED
#include "Assets/Alloy/Shaders/Definition/Transmission.cginc"
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
ENDCG
}
Pass {
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers nomrt gles
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_META
#include "Assets/Alloy/Shaders/Definition/Transmission.cginc"
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
ENDCG
}
}
FallBack "Alloy/Transmission/OneSided"
CustomEditor "AlloyFieldBasedEditor"
}
@@ -0,0 +1,26 @@
fileFormatVersion: 2
guid: fda7be2eb0402b049a5d7de96b608b27
timeCreated: 1461806787
licenseType: Pro
ShaderImporter:
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- _SpecTex: {instanceID: 0}
- _BumpMap: {instanceID: 0}
- _TransTex: {instanceID: 0}
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- _Ao2Map: {instanceID: 0}
- _DetailMask: {instanceID: 0}
- _DetailAlbedoMap: {instanceID: 0}
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
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- _DetailNormalMap: {instanceID: 0}
- _TeamColorMaskMap: {instanceID: 0}
- _DecalTex: {instanceID: 0}
- _EmissionMap: {instanceID: 0}
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- _RimTex: {instanceID: 0}
- _DissolveTex: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,348 @@
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
Shader "Alloy/Tessellation/Transmission/TwoSided (Forward)" {
Properties {
// Global Settings
_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
_SrcBlend ("__src", Float) = 0
_DstBlend ("__dst", Float) = 0
_ZWrite ("__zw", Float) = 1
[LM_TransparencyCutOff]
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
[Toggle(EFFECT_BUMP)]
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_TransInvertBackNormal,_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_SpecTex,_Occlusion}}}", Float) = 0
_TransInvertBackNormal ("'Invert Back Normals' {Toggle:{On:{}, Off:{}}}", Float) = 0
// Main Textures
_MainTextures ("'Main Textures' {Section:{Color:0}}", Float) = 0
[LM_Albedo] [LM_Transparency]
_Color ("'Tint' {}", Color) = (1,1,1,1)
[LM_MasterTilingOffset] [LM_Albedo]
_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
_MainTexUV ("UV Set", Float) = 0
[LM_Metallic]
_SpecTex ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex}", 2D) = "white" {}
[LM_NormalMap]
_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Main Properties
_MainPhysicalProperties ("'Main Properties' {Section:{Color:1}}", Float) = 0
[LM_Metallic]
_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
_SpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_BumpScale ("'Normal Strength' {}", Float) = 1
// Transmission
_TransmissionProperties ("'Transmission' {Section:{Color:3}}", Float) = 0
_TransColor ("'Tint' {}", Color) = (1,1,1)
_TransTex ("'Transmission(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
[Gamma]
_TransScale ("'Weight' {Min:0, Max:1}", Float) = 1
_TransShadowWeight ("'Shadow Weight' {Min:0, Max:1}", Float) = 0.5
_TransDistortion ("'Bump Distortion' {Min:0, Max:1}", Float) = 0.05
_TransPower ("'Falloff' {Min:1}", Float) = 1
// Tessellation
_TessellationProperties ("'Tessellation' {Section:{Color:5}}", Float) = 0
[KeywordEnum(Displacement, Phong)]
_TessellationMode ("'Mode' {Dropdown:{Displacement:{_Phong}, Phong:{_DispTex, _Displacement}}}", Float) = 0
_DispTex ("'Heightmap(G)' {Visualize:{RGB}}", 2D) = "black" {}
_DispTexVelocity ("Scroll", Vector) = (0,0,0,0)
_Displacement ("'Displacement' {Min:0, Max:30}", Float) = 0.3
_Phong ("'Phong Strength' {Min:0, Max:1}", Float) = 0.5
_EdgeLength ("'Edge Length' {Min:2, Max:50}", Float) = 15
// AO2
[Toggle(_AO2_ON)]
_AO2 ("'AO2' {Feature:{Color:6}}", Float) = 0
_Ao2Map ("'AO2(G)' {Visualize:{RGB}}", 2D) = "white" {}
_Ao2MapUV ("UV Set", Float) = 1
_Ao2Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
// Detail
[Toggle(_DETAIL_MULX2)]
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
[Toggle(_NORMALMAP)]
_DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0
_DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
[Enum(Mul, 0, MulX2, 1)]
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
_DetailAlbedoMapUV ("UV Set", Float) = 0
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
// Team Color
[Toggle(_TEAMCOLOR_ON)]
_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
[Enum(Masks, 0, Tint, 1)]
_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
// Decal
[Toggle(_DECAL_ON)]
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
_DecalTexUV ("UV Set", Float) = 0
_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
// Emission
[Toggle(_EMISSION)]
_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
[LM_Emission]
[HDR]
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
[LM_Emission]
_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
_IncandescenceMapUV ("UV Set", Float) = 0
[Gamma]
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
// Rim Emission
[Toggle(_RIM_ON)]
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
[HDR]
_RimColor ("'Tint' {}", Color) = (1,1,1)
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
_RimTexUV ("UV Set", Float) = 0
[Gamma]
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
[Gamma]
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
// Dissolve
[Toggle(_DISSOLVE_ON)]
_Dissolve ("'Dissolve' {Feature:{Color:12}}", Float) = 0
[HDR]
_DissolveGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1)
_DissolveTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_DissolveTexUV ("UV Set", Float) = 0
_DissolveCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0
[Gamma]
_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
// Wetness
[Toggle(_WETNESS_ON)]
_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
_WetMaskUV ("UV Set", Float) = 0
_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
_WetTint ("'Tint' {}", Color) = (1,1,1,1)
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
_WetNormalMapUV ("UV Set", Float) = 0
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
_WetNormalMapScale ("'Normal Strength' {}", Float) = 1
// Forward Rendering Options
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
[ToggleOff]
_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
[ToggleOff]
_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
// Advanced Options
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
}
CGINCLUDE
#define A_FORWARD_ONLY_SHADER
#define A_TWO_SIDED_SHADER
#define A_TESSELLATION_SHADER
ENDCG
SubShader {
Tags {
"RenderType" = "Opaque"
"PerformanceChecks" = "False"
//"DisableBatching" = "LODFading"
}
LOD 300
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull Off
CGPROGRAM
//#pragma target 4.6
#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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDBASE
#include "Assets/Alloy/Shaders/Definition/Transmission.cginc"
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend [_SrcBlend] One
ZWrite Off
Cull Off
CGPROGRAM
//#pragma target 4.6
#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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#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 hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDADD
#include "Assets/Alloy/Shaders/Definition/Transmission.cginc"
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
ENDCG
}
Pass {
Name "SHADOWCASTER"
Tags { "LightMode" = "ShadowCaster" }
Cull Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _DISSOLVE_ON
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_SHADOWCASTER
#include "Assets/Alloy/Shaders/Definition/Transmission.cginc"
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
ENDCG
}
Pass {
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers nomrt gles
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_META
#include "Assets/Alloy/Shaders/Definition/Transmission.cginc"
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
ENDCG
}
}
FallBack "Alloy/Transmission/TwoSided (Forward)"
CustomEditor "AlloyFieldBasedEditor"
}
@@ -0,0 +1,22 @@
fileFormatVersion: 2
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ShaderImporter:
defaultTextures:
- _MainTex: {instanceID: 0}
- _SpecTex: {instanceID: 0}
- _BumpMap: {instanceID: 0}
- _TransTex: {instanceID: 0}
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- _RimTex: {instanceID: 0}
- _DissolveTex: {instanceID: 0}
userData:
assetBundleName:
@@ -0,0 +1,387 @@
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
Shader "Alloy/Tessellation/Transmission/TwoSided" {
Properties {
// Global Settings
_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
_SrcBlend ("__src", Float) = 0
_DstBlend ("__dst", Float) = 0
_ZWrite ("__zw", Float) = 1
[LM_TransparencyCutOff]
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
[Toggle(EFFECT_BUMP)]
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_TransInvertBackNormal,_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_SpecTex,_Occlusion}}}", Float) = 0
_TransInvertBackNormal ("'Invert Back Normals' {Toggle:{On:{}, Off:{}}}", Float) = 0
// Main Textures
_MainTextures ("'Main Textures' {Section:{Color:0}}", Float) = 0
[LM_Albedo] [LM_Transparency]
_Color ("'Tint' {}", Color) = (1,1,1,1)
[LM_MasterTilingOffset] [LM_Albedo]
_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
_MainTexUV ("UV Set", Float) = 0
[LM_Metallic]
_SpecTex ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex}", 2D) = "white" {}
[LM_NormalMap]
_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Main Properties
_MainPhysicalProperties ("'Main Properties' {Section:{Color:1}}", Float) = 0
[LM_Metallic]
_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
_SpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_BumpScale ("'Normal Strength' {}", Float) = 1
// Transmission
_TransmissionProperties ("'Transmission' {Section:{Color:3}}", Float) = 0
_TransTex ("'Transmission(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
[Gamma]
_TransScale ("'Weight' {Min:0, Max:1}", Float) = 1
// Tessellation
_TessellationProperties ("'Tessellation' {Section:{Color:5}}", Float) = 0
[KeywordEnum(Displacement, Phong)]
_TessellationMode ("'Mode' {Dropdown:{Displacement:{_Phong}, Phong:{_DispTex, _Displacement}}}", Float) = 0
_DispTex ("'Heightmap(G)' {Visualize:{RGB}}", 2D) = "black" {}
_DispTexVelocity ("Scroll", Vector) = (0,0,0,0)
_Displacement ("'Displacement' {Min:0, Max:30}", Float) = 0.3
_Phong ("'Phong Strength' {Min:0, Max:1}", Float) = 0.5
_EdgeLength ("'Edge Length' {Min:2, Max:50}", Float) = 15
// AO2
[Toggle(_AO2_ON)]
_AO2 ("'AO2' {Feature:{Color:6}}", Float) = 0
_Ao2Map ("'AO2(G)' {Visualize:{RGB}}", 2D) = "white" {}
_Ao2MapUV ("UV Set", Float) = 1
_Ao2Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
// Detail
[Toggle(_DETAIL_MULX2)]
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
[Toggle(_NORMALMAP)]
_DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0
_DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
[Enum(Mul, 0, MulX2, 1)]
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
_DetailAlbedoMapUV ("UV Set", Float) = 0
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
// Team Color
[Toggle(_TEAMCOLOR_ON)]
_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
[Enum(Masks, 0, Tint, 1)]
_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
// Decal
[Toggle(_DECAL_ON)]
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
_DecalTexUV ("UV Set", Float) = 0
_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
// Emission
[Toggle(_EMISSION)]
_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
[LM_Emission]
[HDR]
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
[LM_Emission]
_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
_IncandescenceMapUV ("UV Set", Float) = 0
[Gamma]
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
// Rim Emission
[Toggle(_RIM_ON)]
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
[HDR]
_RimColor ("'Tint' {}", Color) = (1,1,1)
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
_RimTexUV ("UV Set", Float) = 0
[Gamma]
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
[Gamma]
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
// Dissolve
[Toggle(_DISSOLVE_ON)]
_Dissolve ("'Dissolve' {Feature:{Color:12}}", Float) = 0
[HDR]
_DissolveGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1)
_DissolveTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_DissolveTexUV ("UV Set", Float) = 0
_DissolveCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0
[Gamma]
_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
// Wetness
[Toggle(_WETNESS_ON)]
_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
_WetMaskUV ("UV Set", Float) = 0
_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
_WetTint ("'Tint' {}", Color) = (1,1,1,1)
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
_WetNormalMapUV ("UV Set", Float) = 0
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
_WetNormalMapScale ("'Normal Strength' {}", Float) = 1
// Forward Rendering Options
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
[ToggleOff]
_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
[ToggleOff]
_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
// Advanced Options
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
}
CGINCLUDE
#define A_TWO_SIDED_SHADER
#define A_TESSELLATION_SHADER
ENDCG
SubShader {
Tags {
"RenderType" = "Opaque"
"PerformanceChecks" = "False"
//"DisableBatching" = "LODFading"
}
LOD 300
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull Off
CGPROGRAM
//#pragma target 4.6
#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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDBASE
#include "Assets/Alloy/Shaders/Definition/Transmission.cginc"
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend [_SrcBlend] One
ZWrite Off
Cull Off
CGPROGRAM
//#pragma target 4.6
#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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#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 hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDADD
#include "Assets/Alloy/Shaders/Definition/Transmission.cginc"
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
ENDCG
}
Pass {
Name "SHADOWCASTER"
Tags { "LightMode" = "ShadowCaster" }
Cull Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _DISSOLVE_ON
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_SHADOWCASTER
#include "Assets/Alloy/Shaders/Definition/Transmission.cginc"
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
ENDCG
}
Pass {
Name "DEFERRED"
Tags { "LightMode" = "Deferred" }
Cull Off
CGPROGRAM
//#pragma target 4.6
#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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_prepassfinal
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_DEFERRED
#include "Assets/Alloy/Shaders/Definition/Transmission.cginc"
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
ENDCG
}
Pass {
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers nomrt gles
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_META
#include "Assets/Alloy/Shaders/Definition/Transmission.cginc"
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
ENDCG
}
}
FallBack "Alloy/Transmission/TwoSided"
CustomEditor "AlloyFieldBasedEditor"
}
@@ -0,0 +1,25 @@
fileFormatVersion: 2
guid: 3dd272ab0e1791347a06e145924d14bf
timeCreated: 1445805745
licenseType: Pro
ShaderImporter:
defaultTextures:
- _MainTex: {instanceID: 0}
- _SpecTex: {instanceID: 0}
- _BumpMap: {instanceID: 0}
- _TransTex: {instanceID: 0}
- _DispTex: {instanceID: 0}
- _Ao2Map: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59, type: 3}
- _DetailMask: {instanceID: 0}
- _DetailAlbedoMap: {instanceID: 0}
- _DetailMaterialMap: {instanceID: 0}
- _DetailNormalMap: {instanceID: 0}
- _TeamColorMaskMap: {instanceID: 0}
- _DecalTex: {instanceID: 0}
- _EmissionMap: {instanceID: 0}
- _IncandescenceMap: {instanceID: 0}
- _RimTex: {instanceID: 0}
- _DissolveTex: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,318 @@
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
Shader "Alloy/Tessellation/TriPlanar" {
Properties {
// Global Settings
_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
_SrcBlend ("__src", Float) = 0
_DstBlend ("__dst", Float) = 0
_ZWrite ("__zw", Float) = 1
[LM_TransparencyCutOff]
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
[Toggle(EFFECT_BUMP)]
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_PrimaryBumpMap,_PrimaryBumpScale,_SecondaryBumpMap,_SecondaryBumpScale,_TertiaryBumpMap,_TertiaryBumpScale,_QuaternaryBumpMap,_QuaternaryBumpScale}, NormalMaps:{}}}", Float) = 1
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_PrimaryMaterialMap,_PrimaryOcclusion,_SecondaryMaterialMap,_SecondaryOcclusion,_TertiaryMaterialMap,_TertiaryOcclusion,_QuaternaryMaterialMap,_QuaternaryOcclusion}}}", Float) = 0
// Primary Textures
_PrimaryTextures ("'Primary Textures' {Section:{Color:0}}", Float) = 0
_PrimaryColor ("'Tint' {}", Color) = (1,1,1,1)
_PrimaryMainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_PrimaryMainTexVelocity ("Scroll", Vector) = (0,0,0,0)
_PrimaryMaterialMap ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_PrimaryMainTex}", 2D) = "white" {}
_PrimaryBumpMap ("'Normals' {Visualize:{NRM}, Parent:_PrimaryMainTex}", 2D) = "bump" {}
_PrimaryColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Primary Properties
_PrimaryPhysicalProperties ("'Primary Properties' {Section:{Color:0}}", Float) = 0
_PrimaryMetallic ("'Metallic' {Min:0, Max:1}", Float) = 1
_PrimarySpecularity ("'Specularity' {Min:0, Max:1}", Float) = 1
_PrimarySpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_PrimaryRoughness ("'Roughness' {Min:0, Max:1}", Float) = 1
_PrimaryOcclusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_PrimaryBumpScale ("'Normal Strength' {}", Float) = 1
// Secondary Textures
[Toggle(_SECONDARY_TRIPLANAR_ON)]
_SecondaryTextures ("'Secondary Textures' {Feature:{Color:1, Hide:{_SecondaryPhysicalProperties}}}", Float) = 0
_SecondaryColor ("'Tint' {}", Color) = (1,1,1,1)
_SecondaryMainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_SecondaryMainTexVelocity ("Scroll", Vector) = (0,0,0,0)
_SecondaryMaterialMap ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_SecondaryMainTex}", 2D) = "white" {}
_SecondaryBumpMap ("'Normals' {Visualize:{NRM}, Parent:_SecondaryMainTex}", 2D) = "bump" {}
_SecondaryColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Secondary Properties
_SecondaryPhysicalProperties ("'Secondary Properties' {Section:{Color:1}}", Float) = 0
_SecondaryMetallic ("'Metallic' {Min:0, Max:1}", Float) = 1
_SecondarySpecularity ("'Specularity' {Min:0, Max:1}", Float) = 1
_SecondarySpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_SecondaryRoughness ("'Roughness' {Min:0, Max:1}", Float) = 1
_SecondaryOcclusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_SecondaryBumpScale ("'Normal Strength' {}", Float) = 1
// Tertiary Textures
[Toggle(_TERTIARY_TRIPLANAR_ON)]
_TertiaryTextures ("'Tertiary Textures' {Feature:{Color:2, Hide:{_TertiaryPhysicalProperties}}}", Float) = 0
_TertiaryColor ("'Tint' {}", Color) = (1,1,1,1)
_TertiaryMainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_TertiaryMainTexVelocity ("Scroll", Vector) = (0,0,0,0)
_TertiaryMaterialMap ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_TertiaryMainTex}", 2D) = "white" {}
_TertiaryBumpMap ("'Normals' {Visualize:{NRM}, Parent:_TertiaryMainTex}", 2D) = "bump" {}
_TertiaryColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Tertiary Properties
_TertiaryPhysicalProperties ("'Tertiary Properties' {Section:{Color:2}}", Float) = 0
_TertiaryMetallic ("'Metallic' {Min:0, Max:1}", Float) = 1
_TertiarySpecularity ("'Specularity' {Min:0, Max:1}", Float) = 1
_TertiarySpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_TertiaryRoughness ("'Roughness' {Min:0, Max:1}", Float) = 1
_TertiaryOcclusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_TertiaryBumpScale ("'Normal Strength' {}", Float) = 1
// Quaternary Textures
[Toggle(_QUATERNARY_TRIPLANAR_ON)]
_QuaternaryTextures ("'Quaternary Textures' {Feature:{Color:3, Hide:{_QuaternaryPhysicalProperties}}}", Float) = 0
_QuaternaryColor ("'Tint' {}", Color) = (1,1,1,1)
_QuaternaryMainTex ("'Base Color(RGB) Rough(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_QuaternaryMainTexVelocity ("Scroll", Vector) = (0,0,0,0)
_QuaternaryMaterialMap ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_QuaternaryMainTex}", 2D) = "white" {}
_QuaternaryBumpMap ("'Normals' {Visualize:{NRM}, Parent:_QuaternaryMainTex}", 2D) = "bump" {}
_QuaternaryColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Quaternary Properties
_QuaternaryPhysicalProperties ("'Quaternary Properties' {Section:{Color:3}}", Float) = 0
_QuaternaryMetallic ("'Metallic' {Min:0, Max:1}", Float) = 0
_QuaternarySpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
_QuaternarySpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_QuaternaryRoughness ("'Roughness' {Min:0, Max:1}", Float) = 1
_QuaternaryOcclusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_QuaternaryBumpScale ("'Normal Strength' {}", Float) = 1
// Triplanar
_TriplanarProperties ("'Triplanar' {Section:{Color:4}}", Float) = 0
[Toggle(_TRIPLANARMODE_WORLD)]
_TriplanarMode ("'Mode' {Dropdown:{Object:{}, World:{}}}", Float) = 1
_TriplanarBlendSharpness ("'Sharpness' {Min:1, Max:50}", Float) = 2
// Tessellation
_TessellationProperties ("'Tessellation' {Section:{Color:5}}", Float) = 0
_Phong ("'Phong Strength' {Min:0, Max:1}", Float) = 0.5
_EdgeLength ("'Edge Length' {Min:2, Max:50}", Float) = 15
// Rim Emission
[Toggle(_RIM_ON)]
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
[HDR]
_RimColor ("'Tint' {}", Color) = (1,1,1)
[Gamma]
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
[Gamma]
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
// Forward Rendering Options
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
[ToggleOff]
_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
[ToggleOff]
_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
// Advanced Options
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
}
CGINCLUDE
#define A_TESSELLATION_SHADER
#define _TESSELLATIONMODE_PHONG
ENDCG
SubShader {
Tags {
"Queue" = "Geometry"
"RenderType" = "Opaque"
//"DisableBatching" = "LODFading"
}
LOD 400
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _TRIPLANARMODE_WORLD
#pragma shader_feature _SECONDARY_TRIPLANAR_ON
#pragma shader_feature _TERTIARY_TRIPLANAR_ON
#pragma shader_feature _QUATERNARY_TRIPLANAR_ON
#pragma shader_feature _RIM_ON
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDBASE
#include "Assets/Alloy/Shaders/Definition/TriPlanar.cginc"
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend [_SrcBlend] One
ZWrite Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _TRIPLANARMODE_WORLD
#pragma shader_feature _SECONDARY_TRIPLANAR_ON
#pragma shader_feature _TERTIARY_TRIPLANAR_ON
#pragma shader_feature _QUATERNARY_TRIPLANAR_ON
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDADD
#include "Assets/Alloy/Shaders/Definition/TriPlanar.cginc"
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
ENDCG
}
Pass {
Name "SHADOWCASTER"
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _TRIPLANARMODE_WORLD
#pragma shader_feature _SECONDARY_TRIPLANAR_ON
#pragma shader_feature _TERTIARY_TRIPLANAR_ON
#pragma shader_feature _QUATERNARY_TRIPLANAR_ON
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_SHADOWCASTER
#include "Assets/Alloy/Shaders/Definition/TriPlanar.cginc"
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
ENDCG
}
Pass {
Name "DEFERRED"
Tags { "LightMode" = "Deferred" }
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers nomrt gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _TRIPLANARMODE_WORLD
#pragma shader_feature _SECONDARY_TRIPLANAR_ON
#pragma shader_feature _TERTIARY_TRIPLANAR_ON
#pragma shader_feature _QUATERNARY_TRIPLANAR_ON
#pragma shader_feature _RIM_ON
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_prepassfinal
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_DEFERRED
#include "Assets/Alloy/Shaders/Definition/TriPlanar.cginc"
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
ENDCG
}
Pass {
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers nomrt gles
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _TRIPLANARMODE_WORLD
#pragma shader_feature _SECONDARY_TRIPLANAR_ON
#pragma shader_feature _TERTIARY_TRIPLANAR_ON
#pragma shader_feature _QUATERNARY_TRIPLANAR_ON
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_META
#include "Assets/Alloy/Shaders/Definition/TriPlanar.cginc"
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
ENDCG
}
}
FallBack "Alloy/TriPlanar/Full"
CustomEditor "AlloyFieldBasedEditor"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: b01e484ee428884418a270ecac06b244
timeCreated: 1432474145
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,378 @@
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
Shader "Alloy/Tessellation/Vertex Blend" {
Properties {
// Global Settings
_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
_SrcBlend ("__src", Float) = 0
_DstBlend ("__dst", Float) = 0
_ZWrite ("__zw", Float) = 1
[LM_TransparencyCutOff]
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
[Toggle(EFFECT_BUMP)]
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_Normal0,_SplatBumpScale0,_Normal1,_SplatBumpScale1,_Normal2,_SplatBumpScale2,_Normal3,_SplatBumpScale3,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_MaterialMap0,_SplatOcclusion0,_MaterialMap1,_SplatOcclusion1,_MaterialMap2,_SplatOcclusion2,_MaterialMap3,_SplatOcclusion3}}}", Float) = 0
// Red Splat
_Splat0Textures ("'Red Splat' {Section:{Color:{150,0,0}}}", Float) = 0
_Splat0Tint ("'Tint' {}", Color) = (1,1,1,1)
_Splat0 ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_Splat0Velocity ("Scroll", Vector) = (0,0,0,0)
_Splat0UV ("UV Set", Float) = 0
_MaterialMap0 ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_Splat0}", 2D) = "white" {}
_Normal0 ("'Normals' {Visualize:{NRM}, Parent:_Splat0}", 2D) = "bump" {}
// Red Splat Properties
_Splat0PhysicalProperties("'Red Splat Properties' {Section:{Color:{150,0,0}}}", Float) = 0
_Metallic0 ("'Metallic' {Min:0, Max:1}", Float) = 0.0
_SplatSpecularity0 ("'Specularity' {Min:0, Max:1}", Float) = 0.5
_SplatSpecularTint0 ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0
_SplatRoughness0 ("'Roughness' {Min:0, Max:1}", Float) = 1.0
_SplatOcclusion0 ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_SplatBumpScale0 ("'Normal Strength' {}", Float) = 1
// Green Splat
_Splat1Textures ("'Green Splat' {Section:{Color:{0,149,0}}}", Float) = 0
_Splat1Tint ("'Tint' {}", Color) = (1,1,1,1)
_Splat1 ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_Splat1Velocity ("Scroll", Vector) = (0,0,0,0)
_Splat1UV ("UV Set", Float) = 0
_MaterialMap1 ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_Splat1}", 2D) = "white" {}
_Normal1 ("'Normals' {Visualize:{NRM}, Parent:_Splat1}", 2D) = "bump" {}
// Green Splat Properties
_Splat1PhysicalProperties("'Green Splat Properties' {Section:{Color:{0,149,0}}}", Float) = 0
_Metallic1 ("'Metallic' {Min:0, Max:1}", Float) = 0.0
_SplatSpecularity1 ("'Specularity' {Min:0, Max:1}", Float) = 0.5
_SplatSpecularTint1 ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0
_SplatRoughness1 ("'Roughness' {Min:0, Max:1}", Float) = 1.0
_SplatOcclusion1 ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_SplatBumpScale1 ("'Normal Strength' {}", Float) = 1
// Blue Splat
_Splat2Textures ("'Blue Splat' {Section:{Color:{11,0,148}}}", Float) = 0
_Splat2Tint ("'Tint' {}", Color) = (1,1,1,1)
_Splat2 ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_Splat2Velocity ("Scroll", Vector) = (0,0,0,0)
_Splat2UV ("UV Set", Float) = 0
_MaterialMap2 ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_Splat2}", 2D) = "white" {}
_Normal2 ("'Normals' {Visualize:{NRM}, Parent:_Splat2}", 2D) = "bump" {}
// Blue Splat Properties
_Splat2PhysicalProperties("'Blue Splat Properties' {Section:{Color:{11,0,148}}}", Float) = 0
_Metallic2 ("'Metallic' {Min:0, Max:1}", Float) = 0.0
_SplatSpecularity2 ("'Specularity' {Min:0, Max:1}", Float) = 0.5
_SplatSpecularTint2 ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0
_SplatRoughness2 ("'Roughness' {Min:0, Max:1}", Float) = 1.0
_SplatOcclusion2 ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_SplatBumpScale2 ("'Normal Strength' {}", Float) = 1
// Alpha Splat
[Toggle(_SPECGLOSSMAP)]
_Splat3Textures("'Alpha Splat' {Feature:{Color:{0,0,0},Hide:{_Splat3PhysicalProperties}}}", Float) = 0
_Splat3Tint ("'Tint' {}", Color) = (1,1,1,1)
_Splat3 ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_Splat3Velocity ("Scroll", Vector) = (0,0,0,0)
_Splat3UV ("UV Set", Float) = 0
_MaterialMap3 ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_Splat3}", 2D) = "white" {}
_Normal3 ("'Normals' {Visualize:{NRM}, Parent:_Splat3}", 2D) = "bump" {}
// Alpha Splat Properties
_Splat3PhysicalProperties("'Alpha Splat Properties' {Section:{Color:{0,0,0}}}", Float) = 0
_Metallic3 ("'Metallic' {Min:0, Max:1}", Float) = 0.0
_SplatSpecularity3 ("'Specularity' {Min:0, Max:1}", Float) = 0.5
_SplatSpecularTint3 ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0
_SplatRoughness3 ("'Roughness' {Min:0, Max:1}", Float) = 1.0
_SplatOcclusion3 ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_SplatBumpScale3 ("'Normal Strength' {}", Float) = 1
// Triplanar
[Toggle(_METALLICGLOSSMAP)]
_TriplanarProperties ("'Triplanar' {Feature:{Color:4}}", Float) = 0
[Toggle(_TRIPLANARMODE_WORLD)]
_TriplanarMode ("'Mode' {Dropdown:{Object:{}, World:{}}}", Float) = 1
_TriplanarBlendSharpness ("'Sharpness' {Min:1, Max:50}", Float) = 2
// AO2
[Toggle(_AO2_ON)]
_AO2 ("'AO2' {Feature:{Color:6}}", Float) = 0
_Ao2Map ("'AO2(G)' {Visualize:{RGB}}", 2D) = "white" {}
_Ao2MapUV ("UV Set", Float) = 1
_Ao2Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
// Tessellation
_TessellationProperties ("'Tessellation' {Section:{Color:5}}", Float) = 0
[KeywordEnum(Displacement, Phong)]
_TessellationMode ("'Mode' {Dropdown:{Displacement:{_Phong}, Phong:{_DispTex, _Displacement}}}", Float) = 0
_DispTex ("'Heightmap(G)' {Visualize:{RGB}}", 2D) = "black" {}
_DispTexVelocity ("Scroll", Vector) = (0,0,0,0)
_Displacement ("'Displacement' {Min:0, Max:30}", Float) = 0.3
_Phong ("'Phong Strength' {Min:0, Max:1}", Float) = 0.5
_EdgeLength ("'Edge Length' {Min:2, Max:50}", Float) = 15
// Detail
[Toggle(_DETAIL_MULX2)]
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
[Toggle(_NORMALMAP)]
_DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0
_DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
[Enum(Mul, 0, MulX2, 1)]
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
_DetailAlbedoMapUV ("UV Set", Float) = 0
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
// Decal
[Toggle(_DECAL_ON)]
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
_DecalTexUV ("UV Set", Float) = 0
_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
// Wetness
[Toggle(_WETNESS_ON)]
_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
_WetMaskUV ("UV Set", Float) = 0
_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
_WetTint ("'Tint' {}", Color) = (1,1,1,1)
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
_WetNormalMapUV ("UV Set", Float) = 0
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
_WetNormalMapScale ("'Normal Strength' {}", Float) = 1
// Forward Rendering Options
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
[ToggleOff]
_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
[ToggleOff]
_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
// Advanced Options
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
}
CGINCLUDE
#define A_TESSELLATION_SHADER
ENDCG
SubShader {
Tags {
"RenderType" = "Opaque"
"PerformanceChecks" = "False"
//"DisableBatching" = "LODFading"
}
LOD 300
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _SPECGLOSSMAP
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _TRIPLANARMODE_WORLD
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _DECAL_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDBASE
#include "Assets/Alloy/Shaders/Definition/VertexBlend.cginc"
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend [_SrcBlend] One
ZWrite Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _SPECGLOSSMAP
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _TRIPLANARMODE_WORLD
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _DECAL_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDADD
#include "Assets/Alloy/Shaders/Definition/VertexBlend.cginc"
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
ENDCG
}
Pass {
Name "SHADOWCASTER"
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _SPECGLOSSMAP
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _TRIPLANARMODE_WORLD
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_SHADOWCASTER
#include "Assets/Alloy/Shaders/Definition/VertexBlend.cginc"
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
ENDCG
}
Pass {
Name "DEFERRED"
Tags { "LightMode" = "Deferred" }
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers nomrt gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _SPECGLOSSMAP
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _TRIPLANARMODE_WORLD
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _DECAL_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_prepassfinal
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_DEFERRED
#include "Assets/Alloy/Shaders/Definition/VertexBlend.cginc"
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
ENDCG
}
Pass {
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers nomrt gles
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _SPECGLOSSMAP
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _TRIPLANARMODE_WORLD
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _DECAL_ON
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_META
#include "Assets/Alloy/Shaders/Definition/VertexBlend.cginc"
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
ENDCG
}
}
Fallback "Alloy/Vertex Blend"
CustomEditor "AlloyFieldBasedEditor"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 0b60181fe143d9045bc52658eae9e7d6
timeCreated: 1472697252
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,416 @@
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
Shader "Alloy/Tessellation/Weighted Blend" {
Properties {
// Global Settings
_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
_SrcBlend ("__src", Float) = 0
_DstBlend ("__dst", Float) = 0
_ZWrite ("__zw", Float) = 1
[LM_TransparencyCutOff]
_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
[Toggle(EFFECT_BUMP)]
_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale,_BumpMap2,_BumpScale2}, NormalMaps:{}}}", Float) = 1
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_SpecTex,_Occlusion,_MaterialMap2,_Occlusion2}}}", Float) = 0
// Main Textures
_MainTextures ("'Main Textures' {Section:{Color:0}}", Float) = 0
[LM_Albedo] [LM_Transparency]
_Color ("'Tint' {}", Color) = (1,1,1,1)
[LM_MasterTilingOffset] [LM_Albedo]
_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
_MainTexUV ("UV Set", Float) = 0
[LM_Metallic]
_SpecTex ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex}", 2D) = "white" {}
[LM_NormalMap]
_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Main Properties
_MainPhysicalProperties ("'Main Properties' {Section:{Color:1}}", Float) = 0
[LM_Metallic]
_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
_SpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_BumpScale ("'Normal Strength' {}", Float) = 1
// Tessellation
_TessellationProperties ("'Tessellation' {Section:{Color:5}}", Float) = 0
[KeywordEnum(Displacement, Phong)]
_TessellationMode ("'Mode' {Dropdown:{Displacement:{_Phong}, Phong:{_DispTex, _Displacement}}}", Float) = 0
_DispTex ("'Heightmap(G)' {Visualize:{RGB}}", 2D) = "black" {}
_DispTexVelocity ("Scroll", Vector) = (0,0,0,0)
_Displacement ("'Displacement' {Min:0, Max:30}", Float) = 0.3
_Phong ("'Phong Strength' {Min:0, Max:1}", Float) = 0.5
_EdgeLength ("'Edge Length' {Min:2, Max:50}", Float) = 15
// AO2
[Toggle(_AO2_ON)]
_AO2 ("'AO2' {Feature:{Color:6}}", Float) = 0
_Ao2Map ("'AO2(G)' {Visualize:{RGB}}", 2D) = "white" {}
_Ao2MapUV ("UV Set", Float) = 1
_Ao2Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
// Detail
[Toggle(_DETAIL_MULX2)]
_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
[Toggle(_NORMALMAP)]
_DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0
_DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
[Enum(Mul, 0, MulX2, 1)]
_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
_DetailAlbedoMapUV ("UV Set", Float) = 0
_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
// Team Color
[Toggle(_TEAMCOLOR_ON)]
_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
[Enum(Masks, 0, Tint, 1)]
_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
// Decal
[Toggle(_DECAL_ON)]
_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
_DecalTexUV ("UV Set", Float) = 0
_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
// Emission
[Toggle(_EMISSION)]
_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
[LM_Emission]
[HDR]
_EmissionColor ("'Tint' {}", Color) = (1,1,1)
[LM_Emission]
_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
_IncandescenceMapUV ("UV Set", Float) = 0
[Gamma]
_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
// Rim Emission
[Toggle(_RIM_ON)]
_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
[HDR]
_RimColor ("'Tint' {}", Color) = (1,1,1)
_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
_RimTexUV ("UV Set", Float) = 0
[Gamma]
_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
[Gamma]
_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
_RimPower ("'Falloff' {Min:0.01}", Float) = 4
// Dissolve
[Toggle(_DISSOLVE_ON)]
_Dissolve ("'Dissolve' {Feature:{Color:12}}", Float) = 0
[HDR]
_DissolveGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1)
_DissolveTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_DissolveTexUV ("UV Set", Float) = 0
_DissolveCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0
[Gamma]
_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
// Wetness
[Toggle(_WETNESS_ON)]
_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
_WetMaskUV ("UV Set", Float) = 0
_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
_WetTint ("'Tint' {}", Color) = (1,1,1,1)
_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
_WetNormalMapUV ("UV Set", Float) = 0
_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
_WetNormalMapScale ("'Normal Strength' {}", Float) = 1
// Weighted Blend
_WeightedBlendProperties ("'Weighted Blend' {Section:{Color:14}}", Float) = 0
_BlendMap ("'Heightmap(G)' {Visualize:{RGB}}", 2D) = "white" {}
_BlendMapUV ("UV Set", Float) = 0
_BlendScale ("'Weight' {Min:0, Max:1}", Float) = 1.0
_BlendCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0.25
_Blend ("'Blend' {Min:0.0001, Max:1}", Float) = 0.1
_BlendAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
// Secondary Textures
_SecondaryTextures ("'Secondary Textures' {Section:{Color:15}}", Float) = 0
_Color2 ("'Tint' {}", Color) = (1,1,1,1)
_MainTex2 ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_MainTex2Velocity ("Scroll", Vector) = (0,0,0,0)
_MainTex2UV ("UV Set", Float) = 0
_MaterialMap2 ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex2}", 2D) = "white" {}
_BumpMap2 ("'Normals' {Visualize:{NRM}, Parent:_MainTex2}", 2D) = "bump" {}
_BaseColorVertexTint2 ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Secondary Properties
_SecondaryPhysicalProperties ("'Secondary Properties' {Section:{Color:16}}", Float) = 0
_Metallic2 ("'Metallic' {Min:0, Max:1}", Float) = 1
_Specularity2 ("'Specularity' {Min:0, Max:1}", Float) = 1
_SpecularTint2 ("'Specular Tint' {Min:0, Max:1}", Float) = 0
_Roughness2 ("'Roughness' {Min:0, Max:1}", Float) = 1
_Occlusion2 ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
_BumpScale2 ("'Normal Strength' {}", Float) = 1
// Secondary Emission
[Toggle(_EMISSION2_ON)]
_Emission2 ("'Secondary Emission' {Feature:{Color:17}}", Float) = 0
[HDR]
_Emission2Color ("'Tint' {}", Color) = (1,1,1)
_EmissionMap2 ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex2}", 2D) = "white" {}
_IncandescenceMap2 ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
_IncandescenceMap2Velocity ("Scroll", Vector) = (0,0,0,0)
_IncandescenceMap2UV ("UV Set", Float) = 0
[Gamma]
_Emission2Weight ("'Weight' {Min:0, Max:1}", Float) = 1
// Forward Rendering Options
_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
[ToggleOff]
_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
[ToggleOff]
_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
// Advanced Options
_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
}
CGINCLUDE
#define A_TESSELLATION_SHADER
ENDCG
SubShader {
Tags {
"RenderType" = "Opaque"
"PerformanceChecks" = "False"
//"DisableBatching" = "LODFading"
}
LOD 300
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
CGPROGRAM
//#pragma target 4.6
#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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _EMISSION2_ON
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
//#pragma multi_compile __ VTRANSPARENCY_ON
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDBASE
#include "Assets/Alloy/Shaders/Definition/WeightedBlend.cginc"
#include "Assets/Alloy/Shaders/Forward/Base.cginc"
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend [_SrcBlend] One
ZWrite Off
CGPROGRAM
//#pragma target 4.6
#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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#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 hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDADD
#include "Assets/Alloy/Shaders/Definition/WeightedBlend.cginc"
#include "Assets/Alloy/Shaders/Forward/Add.cginc"
ENDCG
}
Pass {
Name "SHADOWCASTER"
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _DISSOLVE_ON
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_SHADOWCASTER
#include "Assets/Alloy/Shaders/Definition/WeightedBlend.cginc"
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
ENDCG
}
Pass {
Name "DEFERRED"
Tags { "LightMode" = "Deferred" }
CGPROGRAM
//#pragma target 4.6
#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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _AO2_ON
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_ON
#pragma shader_feature _DISSOLVE_ON
#pragma shader_feature _WETNESS_ON
#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
#pragma shader_feature _EMISSION2_ON
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_prepassfinal
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_instancing
#pragma hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_DEFERRED
#include "Assets/Alloy/Shaders/Definition/WeightedBlend.cginc"
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
ENDCG
}
Pass {
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers nomrt gles
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _NORMALMAP
#pragma shader_feature _TEAMCOLOR_ON
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _EMISSION2_ON
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_META
#include "Assets/Alloy/Shaders/Definition/WeightedBlend.cginc"
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
ENDCG
}
}
FallBack "Alloy/Weighted Blend"
CustomEditor "AlloyFieldBasedEditor"
}
@@ -0,0 +1,27 @@
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