mirror of
https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
synced 2026-06-02 20:24:26 -07:00
Initial commit
This commit is contained in:
@@ -0,0 +1,383 @@
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// Alloy Physical Shader Framework
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// Copyright 2013-2017 RUST LLC.
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// http://www.alloy.rustltd.com/
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Shader "Alloy/Tessellation/Car Paint" {
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Properties {
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// Global Settings
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_Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0
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_SrcBlend ("__src", Float) = 0
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_DstBlend ("__dst", Float) = 0
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_ZWrite ("__zw", Float) = 1
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[LM_TransparencyCutOff]
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_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
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[Toggle(EFFECT_BUMP)]
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_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
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// Car Paint Textures
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_MainTextures ("'Car Paint Textures' {Section:{Color:0}}", Float) = 0
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[LM_Albedo] [LM_Transparency]
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_Color ("'Tint' {}", Color) = (1,1,1,1)
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[LM_MasterTilingOffset] [LM_Albedo]
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_MainTex ("'Base Color(RGB) Paint(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
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_MainTexUV ("UV Set", Float) = 0
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[LM_Metallic]
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_SpecTex ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex}", 2D) = "white" {}
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[LM_NormalMap]
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_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
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_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
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// Car Paint Properties
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_MainPhysicalProperties ("'Car Paint Properties' {Section:{Color:1}}", Float) = 0
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[LM_Metallic]
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_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
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_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
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_SpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
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_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
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_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
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_BumpScale ("'Normal Strength' {}", Float) = 1
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// Paint
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_PaintProperties ("'Paint' {Section:{Color:2}}", Float) = 0
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_CarPrimaryColor ("'Primary Color' {}", Color) = (1,1,1)
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_CarSecondaryColor ("'Secondary Color' {}", Color) = (1,1,1)
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_CarSecondaryColorWeight ("'Blend Weight' {Min:0, Max:1}", Float) = 1
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_CarSecondaryColorFalloff ("'Blend Falloff' {Min:0, Max:1}", Float) = 1
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// Flakes
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_FlakeProperties ("'Flakes' {Section:{Color:3}}", Float) = 0
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_CarFlakeColor ("'Tint' {}", Color) = (1,1,1)
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_CarFlakeMap ("'Color(RGB) Mask(A)' {Visualize:{RGB,A}}", 2D) = "black" {}
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_CarFlakeMapUV ("UV Set", Float) = 0
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_CarFlakeMapFalloff ("'Mask Falloff' {Min:0.01}", Float) = 1
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_CarFlakeWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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_CarFlakeSpread ("'Spread' {Min:0, Max:1}", Float) = 0.5
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_CarFlakeHighlightSpread ("'Highlight Spread' {Min:0, Max:1}", Float) = 0.5
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// Tessellation
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_TessellationProperties ("'Tessellation' {Section:{Color:5}}", Float) = 0
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[KeywordEnum(Displacement, Phong)]
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_TessellationMode ("'Mode' {Dropdown:{Displacement:{_Phong}, Phong:{_DispTex, _Displacement}}}", Float) = 0
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_DispTex ("'Heightmap(G)' {Visualize:{RGB}}", 2D) = "black" {}
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_DispTexVelocity ("Scroll", Vector) = (0,0,0,0)
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_Displacement ("'Displacement' {Min:0, Max:30}", Float) = 0.3
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_Phong ("'Phong Strength' {Min:0, Max:1}", Float) = 0.5
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_EdgeLength ("'Edge Length' {Min:2, Max:50}", Float) = 15
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// AO2
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[Toggle(_AO2_ON)]
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_AO2 ("'AO2' {Feature:{Color:6}}", Float) = 0
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_Ao2Map ("'AO2(G)' {Visualize:{RGB}}", 2D) = "white" {}
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_Ao2MapUV ("UV Set", Float) = 1
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_Ao2Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
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// Detail
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[Toggle(_DETAIL_MULX2)]
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_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
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[Toggle(_NORMALMAP)]
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_DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0
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_DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
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_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
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[Enum(Mul, 0, MulX2, 1)]
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_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
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_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
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_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
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_DetailAlbedoMapUV ("UV Set", Float) = 0
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_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
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_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
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// Team Color
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[Toggle(_TEAMCOLOR_ON)]
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_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
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[Enum(Masks, 0, Tint, 1)]
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_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
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_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
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_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
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_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
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_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
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_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
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_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
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// Decal
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[Toggle(_DECAL_ON)]
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_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
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_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
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_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
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_DecalTexUV ("UV Set", Float) = 0
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_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
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_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
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// Emission
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[Toggle(_EMISSION)]
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_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
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[LM_Emission]
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[HDR]
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_EmissionColor ("'Tint' {}", Color) = (1,1,1)
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[LM_Emission]
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_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
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_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
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_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
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_IncandescenceMapUV ("UV Set", Float) = 0
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[Gamma]
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_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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// Rim Emission
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[Toggle(_RIM_ON)]
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_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
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[HDR]
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_RimColor ("'Tint' {}", Color) = (1,1,1)
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_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
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_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
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_RimTexUV ("UV Set", Float) = 0
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[Gamma]
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_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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[Gamma]
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_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
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_RimPower ("'Falloff' {Min:0.01}", Float) = 4
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// Dissolve
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[Toggle(_DISSOLVE_ON)]
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_Dissolve ("'Dissolve' {Feature:{Color:12}}", Float) = 0
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[HDR]
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_DissolveGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1)
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_DissolveTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_DissolveTexUV ("UV Set", Float) = 0
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_DissolveCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0
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[Gamma]
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_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
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_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
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// Wetness
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[Toggle(_WETNESS_ON)]
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_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
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[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
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_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
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_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
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_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
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_WetMaskUV ("UV Set", Float) = 0
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_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
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_WetTint ("'Tint' {}", Color) = (1,1,1,1)
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_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
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_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
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_WetNormalMapUV ("UV Set", Float) = 0
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_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
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_WetNormalMapScale ("'Normal Strength' {}", Float) = 1
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// Forward Rendering Options
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_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
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[ToggleOff]
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_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
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[ToggleOff]
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_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
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// Advanced Options
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_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
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_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
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_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
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_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
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}
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CGINCLUDE
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#define A_TESSELLATION_SHADER
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ENDCG
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SubShader {
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Tags {
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"RenderType" = "Opaque"
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"PerformanceChecks" = "False"
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//"DisableBatching" = "LODFading"
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}
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LOD 300
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Pass {
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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CGPROGRAM
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//#pragma target 4.6
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#pragma exclude_renderers gles
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature EFFECT_BUMP
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#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
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#pragma shader_feature _AO2_ON
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#pragma shader_feature _DETAIL_MULX2
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _TEAMCOLOR_ON
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#pragma shader_feature _DECAL_ON
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#pragma shader_feature _EMISSION
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#pragma shader_feature _RIM_ON
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#pragma shader_feature _DISSOLVE_ON
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#pragma shader_feature _WETNESS_ON
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#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
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//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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//#pragma multi_compile __ VTRANSPARENCY_ON
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#pragma hull aMainHullShader
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#pragma vertex aMainTessellationVertexShader
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#pragma domain aMainDomainShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_FORWARDBASE
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#include "Assets/Alloy/Shaders/Definition/CarPaint.cginc"
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#include "Assets/Alloy/Shaders/Forward/Base.cginc"
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ENDCG
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}
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Pass {
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Name "FORWARD_DELTA"
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Tags { "LightMode" = "ForwardAdd" }
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Blend [_SrcBlend] One
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ZWrite Off
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CGPROGRAM
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//#pragma target 4.6
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#pragma exclude_renderers gles
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature EFFECT_BUMP
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#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
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#pragma shader_feature _AO2_ON
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#pragma shader_feature _DETAIL_MULX2
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _TEAMCOLOR_ON
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#pragma shader_feature _DECAL_ON
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#pragma shader_feature _DISSOLVE_ON
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#pragma shader_feature _WETNESS_ON
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#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile_fog
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//#pragma multi_compile __ VTRANSPARENCY_ON
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#pragma hull aMainHullShader
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#pragma vertex aMainTessellationVertexShader
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#pragma domain aMainDomainShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_FORWARDADD
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#include "Assets/Alloy/Shaders/Definition/CarPaint.cginc"
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#include "Assets/Alloy/Shaders/Forward/Add.cginc"
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ENDCG
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}
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Pass {
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Name "SHADOWCASTER"
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Tags { "LightMode" = "ShadowCaster" }
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CGPROGRAM
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//#pragma target 4.6
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#pragma exclude_renderers gles
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||||
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
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#pragma shader_feature _DISSOLVE_ON
|
||||
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#pragma multi_compile_shadowcaster
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#pragma multi_compile_instancing
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#pragma hull aMainHullShader
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#pragma vertex aMainTessellationVertexShader
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#pragma domain aMainDomainShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_SHADOWCASTER
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#include "Assets/Alloy/Shaders/Definition/CarPaint.cginc"
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#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
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||||
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||||
ENDCG
|
||||
}
|
||||
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||||
Pass {
|
||||
Name "DEFERRED"
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||||
Tags { "LightMode" = "Deferred" }
|
||||
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||||
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
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||||
|
||||
#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 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f34aa928610bd8049abd9e1cdb1bb5bc
|
||||
ShaderImporter:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SpecTex: {instanceID: 0}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _ParallaxMap: {instanceID: 0}
|
||||
- _DetailMask: {instanceID: 0}
|
||||
- _DetailAlbedoMap: {instanceID: 0}
|
||||
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
|
||||
type: 3}
|
||||
- _DetailNormalMap: {instanceID: 0}
|
||||
- _TeamColorMaskMap: {instanceID: 0}
|
||||
- _DecalTex: {instanceID: 0}
|
||||
- _EmissionMap: {instanceID: 0}
|
||||
- _IncandescenceMap: {instanceID: 0}
|
||||
- _RimTex: {instanceID: 0}
|
||||
- _DissolveTex: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,369 @@
|
||||
// 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,
|
||||
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 +1,400 @@
|
||||
// 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:
|
||||
+345
@@ -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"
|
||||
}
|
||||
+22
@@ -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:
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SpecTex: {instanceID: 0}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _TransTex: {instanceID: 0}
|
||||
- _DispTex: {instanceID: 0}
|
||||
- _Ao2Map: {instanceID: 0}
|
||||
- _DetailMask: {instanceID: 0}
|
||||
- _DetailAlbedoMap: {instanceID: 0}
|
||||
- _DetailMaterialMap: {fileID: 2800000, guid: 2b77d5cb601375f4ba50c6194c126e59,
|
||||
type: 3}
|
||||
- _DetailNormalMap: {instanceID: 0}
|
||||
- _TeamColorMaskMap: {instanceID: 0}
|
||||
- _DecalTex: {instanceID: 0}
|
||||
- _EmissionMap: {instanceID: 0}
|
||||
- _IncandescenceMap: {instanceID: 0}
|
||||
- _RimTex: {instanceID: 0}
|
||||
- _DissolveTex: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+348
@@ -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"
|
||||
}
|
||||
+22
@@ -0,0 +1,22 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7efd61d32f943794f871856be45468b9
|
||||
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 +1,387 @@
|
||||
// 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 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 29d2d64e763eba047ab117696b558732
|
||||
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:
|
||||
Reference in New Issue
Block a user