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 +1,378 @@
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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/Vertex Blend" {
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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:{_Normal0,_SplatBumpScale0,_Normal1,_SplatBumpScale1,_Normal2,_SplatBumpScale2,_Normal3,_SplatBumpScale3,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
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[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
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_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_MaterialMap0,_SplatOcclusion0,_MaterialMap1,_SplatOcclusion1,_MaterialMap2,_SplatOcclusion2,_MaterialMap3,_SplatOcclusion3}}}", Float) = 0
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// Red Splat
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_Splat0Textures ("'Red Splat' {Section:{Color:{150,0,0}}}", Float) = 0
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_Splat0Tint ("'Tint' {}", Color) = (1,1,1,1)
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_Splat0 ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_Splat0Velocity ("Scroll", Vector) = (0,0,0,0)
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_Splat0UV ("UV Set", Float) = 0
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_MaterialMap0 ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_Splat0}", 2D) = "white" {}
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_Normal0 ("'Normals' {Visualize:{NRM}, Parent:_Splat0}", 2D) = "bump" {}
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// Red Splat Properties
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_Splat0PhysicalProperties("'Red Splat Properties' {Section:{Color:{150,0,0}}}", Float) = 0
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_Metallic0 ("'Metallic' {Min:0, Max:1}", Float) = 0.0
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_SplatSpecularity0 ("'Specularity' {Min:0, Max:1}", Float) = 0.5
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_SplatSpecularTint0 ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0
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_SplatRoughness0 ("'Roughness' {Min:0, Max:1}", Float) = 1.0
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_SplatOcclusion0 ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
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_SplatBumpScale0 ("'Normal Strength' {}", Float) = 1
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// Green Splat
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_Splat1Textures ("'Green Splat' {Section:{Color:{0,149,0}}}", Float) = 0
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_Splat1Tint ("'Tint' {}", Color) = (1,1,1,1)
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_Splat1 ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_Splat1Velocity ("Scroll", Vector) = (0,0,0,0)
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_Splat1UV ("UV Set", Float) = 0
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_MaterialMap1 ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_Splat1}", 2D) = "white" {}
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_Normal1 ("'Normals' {Visualize:{NRM}, Parent:_Splat1}", 2D) = "bump" {}
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// Green Splat Properties
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_Splat1PhysicalProperties("'Green Splat Properties' {Section:{Color:{0,149,0}}}", Float) = 0
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_Metallic1 ("'Metallic' {Min:0, Max:1}", Float) = 0.0
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_SplatSpecularity1 ("'Specularity' {Min:0, Max:1}", Float) = 0.5
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_SplatSpecularTint1 ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0
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_SplatRoughness1 ("'Roughness' {Min:0, Max:1}", Float) = 1.0
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_SplatOcclusion1 ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
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_SplatBumpScale1 ("'Normal Strength' {}", Float) = 1
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// Blue Splat
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_Splat2Textures ("'Blue Splat' {Section:{Color:{11,0,148}}}", Float) = 0
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_Splat2Tint ("'Tint' {}", Color) = (1,1,1,1)
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_Splat2 ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_Splat2Velocity ("Scroll", Vector) = (0,0,0,0)
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_Splat2UV ("UV Set", Float) = 0
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_MaterialMap2 ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_Splat2}", 2D) = "white" {}
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_Normal2 ("'Normals' {Visualize:{NRM}, Parent:_Splat2}", 2D) = "bump" {}
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// Blue Splat Properties
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_Splat2PhysicalProperties("'Blue Splat Properties' {Section:{Color:{11,0,148}}}", Float) = 0
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_Metallic2 ("'Metallic' {Min:0, Max:1}", Float) = 0.0
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_SplatSpecularity2 ("'Specularity' {Min:0, Max:1}", Float) = 0.5
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_SplatSpecularTint2 ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0
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_SplatRoughness2 ("'Roughness' {Min:0, Max:1}", Float) = 1.0
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_SplatOcclusion2 ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
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_SplatBumpScale2 ("'Normal Strength' {}", Float) = 1
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// Alpha Splat
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[Toggle(_SPECGLOSSMAP)]
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_Splat3Textures("'Alpha Splat' {Feature:{Color:{0,0,0},Hide:{_Splat3PhysicalProperties}}}", Float) = 0
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_Splat3Tint ("'Tint' {}", Color) = (1,1,1,1)
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_Splat3 ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_Splat3Velocity ("Scroll", Vector) = (0,0,0,0)
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_Splat3UV ("UV Set", Float) = 0
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_MaterialMap3 ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_Splat3}", 2D) = "white" {}
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_Normal3 ("'Normals' {Visualize:{NRM}, Parent:_Splat3}", 2D) = "bump" {}
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// Alpha Splat Properties
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_Splat3PhysicalProperties("'Alpha Splat Properties' {Section:{Color:{0,0,0}}}", Float) = 0
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_Metallic3 ("'Metallic' {Min:0, Max:1}", Float) = 0.0
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_SplatSpecularity3 ("'Specularity' {Min:0, Max:1}", Float) = 0.5
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_SplatSpecularTint3 ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0
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_SplatRoughness3 ("'Roughness' {Min:0, Max:1}", Float) = 1.0
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_SplatOcclusion3 ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
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_SplatBumpScale3 ("'Normal Strength' {}", Float) = 1
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// Triplanar
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[Toggle(_METALLICGLOSSMAP)]
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_TriplanarProperties ("'Triplanar' {Feature:{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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// 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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// 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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// 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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// 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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// 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 _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _SPECGLOSSMAP
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature _TRIPLANARMODE_WORLD
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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 _DECAL_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/VertexBlend.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 _SPECGLOSSMAP
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature _TRIPLANARMODE_WORLD
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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 _DECAL_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/VertexBlend.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
|
||||
#pragma shader_feature _SPECGLOSSMAP
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||||
#pragma shader_feature _METALLICGLOSSMAP
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||||
#pragma shader_feature _TRIPLANARMODE_WORLD
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||||
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
|
||||
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||||
#pragma multi_compile_shadowcaster
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#pragma multi_compile_instancing
|
||||
|
||||
#pragma hull aMainHullShader
|
||||
#pragma vertex aMainTessellationVertexShader
|
||||
#pragma domain aMainDomainShader
|
||||
#pragma fragment aMainFragmentShader
|
||||
|
||||
#define UNITY_PASS_SHADOWCASTER
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||||
|
||||
#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
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||||
#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"
|
||||
}
|
||||
Reference in New Issue
Block a user