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:
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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/TriPlanar" {
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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:{_PrimaryBumpMap,_PrimaryBumpScale,_SecondaryBumpMap,_SecondaryBumpScale,_TertiaryBumpMap,_TertiaryBumpScale,_QuaternaryBumpMap,_QuaternaryBumpScale}, NormalMaps:{}}}", Float) = 1
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[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
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_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_PrimaryMaterialMap,_PrimaryOcclusion,_SecondaryMaterialMap,_SecondaryOcclusion,_TertiaryMaterialMap,_TertiaryOcclusion,_QuaternaryMaterialMap,_QuaternaryOcclusion}}}", Float) = 0
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// Primary Textures
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_PrimaryTextures ("'Primary Textures' {Section:{Color:0}}", Float) = 0
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_PrimaryColor ("'Tint' {}", Color) = (1,1,1,1)
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_PrimaryMainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_PrimaryMainTexVelocity ("Scroll", Vector) = (0,0,0,0)
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_PrimaryMaterialMap ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_PrimaryMainTex}", 2D) = "white" {}
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_PrimaryBumpMap ("'Normals' {Visualize:{NRM}, Parent:_PrimaryMainTex}", 2D) = "bump" {}
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_PrimaryColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
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// Primary Properties
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_PrimaryPhysicalProperties ("'Primary Properties' {Section:{Color:0}}", Float) = 0
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_PrimaryMetallic ("'Metallic' {Min:0, Max:1}", Float) = 1
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_PrimarySpecularity ("'Specularity' {Min:0, Max:1}", Float) = 1
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_PrimarySpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
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_PrimaryRoughness ("'Roughness' {Min:0, Max:1}", Float) = 1
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_PrimaryOcclusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
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_PrimaryBumpScale ("'Normal Strength' {}", Float) = 1
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// Secondary Textures
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[Toggle(_SECONDARY_TRIPLANAR_ON)]
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_SecondaryTextures ("'Secondary Textures' {Feature:{Color:1, Hide:{_SecondaryPhysicalProperties}}}", Float) = 0
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_SecondaryColor ("'Tint' {}", Color) = (1,1,1,1)
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_SecondaryMainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_SecondaryMainTexVelocity ("Scroll", Vector) = (0,0,0,0)
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_SecondaryMaterialMap ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_SecondaryMainTex}", 2D) = "white" {}
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_SecondaryBumpMap ("'Normals' {Visualize:{NRM}, Parent:_SecondaryMainTex}", 2D) = "bump" {}
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_SecondaryColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
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// Secondary Properties
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_SecondaryPhysicalProperties ("'Secondary Properties' {Section:{Color:1}}", Float) = 0
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_SecondaryMetallic ("'Metallic' {Min:0, Max:1}", Float) = 1
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_SecondarySpecularity ("'Specularity' {Min:0, Max:1}", Float) = 1
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_SecondarySpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
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_SecondaryRoughness ("'Roughness' {Min:0, Max:1}", Float) = 1
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_SecondaryOcclusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
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_SecondaryBumpScale ("'Normal Strength' {}", Float) = 1
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// Tertiary Textures
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[Toggle(_TERTIARY_TRIPLANAR_ON)]
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_TertiaryTextures ("'Tertiary Textures' {Feature:{Color:2, Hide:{_TertiaryPhysicalProperties}}}", Float) = 0
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_TertiaryColor ("'Tint' {}", Color) = (1,1,1,1)
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_TertiaryMainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_TertiaryMainTexVelocity ("Scroll", Vector) = (0,0,0,0)
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_TertiaryMaterialMap ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_TertiaryMainTex}", 2D) = "white" {}
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_TertiaryBumpMap ("'Normals' {Visualize:{NRM}, Parent:_TertiaryMainTex}", 2D) = "bump" {}
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_TertiaryColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
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// Tertiary Properties
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_TertiaryPhysicalProperties ("'Tertiary Properties' {Section:{Color:2}}", Float) = 0
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_TertiaryMetallic ("'Metallic' {Min:0, Max:1}", Float) = 1
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_TertiarySpecularity ("'Specularity' {Min:0, Max:1}", Float) = 1
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_TertiarySpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
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_TertiaryRoughness ("'Roughness' {Min:0, Max:1}", Float) = 1
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_TertiaryOcclusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
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_TertiaryBumpScale ("'Normal Strength' {}", Float) = 1
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// Quaternary Textures
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[Toggle(_QUATERNARY_TRIPLANAR_ON)]
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_QuaternaryTextures ("'Quaternary Textures' {Feature:{Color:3, Hide:{_QuaternaryPhysicalProperties}}}", Float) = 0
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_QuaternaryColor ("'Tint' {}", Color) = (1,1,1,1)
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_QuaternaryMainTex ("'Base Color(RGB) Rough(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_QuaternaryMainTexVelocity ("Scroll", Vector) = (0,0,0,0)
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_QuaternaryMaterialMap ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_QuaternaryMainTex}", 2D) = "white" {}
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_QuaternaryBumpMap ("'Normals' {Visualize:{NRM}, Parent:_QuaternaryMainTex}", 2D) = "bump" {}
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_QuaternaryColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
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// Quaternary Properties
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_QuaternaryPhysicalProperties ("'Quaternary Properties' {Section:{Color:3}}", Float) = 0
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_QuaternaryMetallic ("'Metallic' {Min:0, Max:1}", Float) = 0
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_QuaternarySpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
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_QuaternarySpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
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_QuaternaryRoughness ("'Roughness' {Min:0, Max:1}", Float) = 1
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_QuaternaryOcclusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
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_QuaternaryBumpScale ("'Normal Strength' {}", Float) = 1
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// Triplanar
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_TriplanarProperties ("'Triplanar' {Section:{Color:4}}", Float) = 0
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[Toggle(_TRIPLANARMODE_WORLD)]
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_TriplanarMode ("'Mode' {Dropdown:{Object:{}, World:{}}}", Float) = 1
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_TriplanarBlendSharpness ("'Sharpness' {Min:1, Max:50}", Float) = 2
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// Tessellation
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_TessellationProperties ("'Tessellation' {Section:{Color:5}}", Float) = 0
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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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// 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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[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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// 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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#define _TESSELLATIONMODE_PHONG
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ENDCG
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SubShader {
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Tags {
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"Queue" = "Geometry"
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"RenderType" = "Opaque"
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//"DisableBatching" = "LODFading"
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}
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LOD 400
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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 _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _TRIPLANARMODE_WORLD
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#pragma shader_feature _SECONDARY_TRIPLANAR_ON
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#pragma shader_feature _TERTIARY_TRIPLANAR_ON
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#pragma shader_feature _QUATERNARY_TRIPLANAR_ON
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#pragma shader_feature _RIM_ON
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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/TriPlanar.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 _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _TRIPLANARMODE_WORLD
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#pragma shader_feature _SECONDARY_TRIPLANAR_ON
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#pragma shader_feature _TERTIARY_TRIPLANAR_ON
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#pragma shader_feature _QUATERNARY_TRIPLANAR_ON
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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/TriPlanar.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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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _TRIPLANARMODE_WORLD
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#pragma shader_feature _SECONDARY_TRIPLANAR_ON
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#pragma shader_feature _TERTIARY_TRIPLANAR_ON
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#pragma shader_feature _QUATERNARY_TRIPLANAR_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/TriPlanar.cginc"
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#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
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ENDCG
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}
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Pass {
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Name "DEFERRED"
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Tags { "LightMode" = "Deferred" }
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CGPROGRAM
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//#pragma target 4.6
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#pragma exclude_renderers nomrt 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 _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _TRIPLANARMODE_WORLD
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#pragma shader_feature _SECONDARY_TRIPLANAR_ON
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#pragma shader_feature _TERTIARY_TRIPLANAR_ON
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#pragma shader_feature _QUATERNARY_TRIPLANAR_ON
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#pragma shader_feature _RIM_ON
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#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
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//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
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#pragma multi_compile_prepassfinal
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#pragma multi_compile_instancing
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#pragma 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_DEFERRED
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#include "Assets/Alloy/Shaders/Definition/TriPlanar.cginc"
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#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
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ENDCG
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}
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Pass {
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Name "Meta"
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Tags { "LightMode" = "Meta" }
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Cull Off
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CGPROGRAM
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//#pragma target 4.6
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#pragma exclude_renderers nomrt gles
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _TRIPLANARMODE_WORLD
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#pragma shader_feature _SECONDARY_TRIPLANAR_ON
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#pragma shader_feature _TERTIARY_TRIPLANAR_ON
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#pragma shader_feature _QUATERNARY_TRIPLANAR_ON
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_META
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#include "Assets/Alloy/Shaders/Definition/TriPlanar.cginc"
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#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
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ENDCG
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}
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}
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FallBack "Alloy/TriPlanar/Full"
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CustomEditor "AlloyFieldBasedEditor"
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}
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Reference in New Issue
Block a user