Initial commit

This commit is contained in:
msk
2022-01-22 20:13:49 -08:00
parent f9d23e5bcf
commit 687473573d
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file CarPaint.cginc
/// @brief Car Paint surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_CAR_PAINT_CGINC
#define ALLOY_SHADERS_DEFINITION_CAR_PAINT_CGINC
#define A_MAIN_TEXTURES_ON
#define A_CAR_PAINT_ON
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
void aSurfaceShader(
inout ASurface s)
{
aParallax(s);
aDissolve(s);
aMainTextures(s);
aDetail(s);
aTeamColor(s);
s.mask = s.opacity;
aCarPaint(s);
s.mask = 1.0h;
aAo2(s);
aDecal(s);
aWetness(s);
aEmission(s);
aRim(s);
}
#endif // ALLOY_SHADERS_DEFINITION_CAR_PAINT_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file Core.cginc
/// @brief Core & Glass surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_CORE_CGINC
#define ALLOY_SHADERS_DEFINITION_CORE_CGINC
#define A_MAIN_TEXTURES_ON
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
void aSurfaceShader(
inout ASurface s)
{
aParallax(s);
aDissolve(s);
aMainTextures(s);
aDetail(s);
aTeamColor(s);
aAo2(s);
aDecal(s);
aWetness(s);
aRim(s);
aEmission(s);
}
#endif // ALLOY_SHADERS_DEFINITION_CORE_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file DecalAdditive.cginc
/// @brief Additive deferred decal surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_DECAL_ADDITIVE_CGINC
#define ALLOY_SHADERS_DEFINITION_DECAL_ADDITIVE_CGINC
#define A_EMISSIVE_COLOR_ON
#define A_MAIN_TEXTURES_ON
#define A_MAIN_TEXTURES_MATERIAL_MAP_OFF
#include "Assets/Alloy/Shaders/Lighting/Unlit.cginc"
#include "Assets/Alloy/Shaders/Type/DecalAdditive.cginc"
void aSurfaceShader(
inout ASurface s)
{
aParallax(s);
aDissolve(s);
aMainTextures(s);
aDetail(s);
aTeamColor(s);
aDecal(s);
aRim(s);
aEmission(s);
s.emissiveColor += s.baseColor;
}
#endif // ALLOY_SHADERS_DEFINITION_DECAL_ADDITIVE_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file Alpha.cginc
/// @brief Alpha deferred decal surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_DECAL_ALPHA_CGINC
#define ALLOY_SHADERS_DEFINITION_DECAL_ALPHA_CGINC
#define A_MAIN_TEXTURES_ON
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/DecalAlpha.cginc"
void aSurfaceShader(
inout ASurface s)
{
aParallax(s);
aDissolve(s);
aMainTextures(s);
aDetail(s);
aTeamColor(s);
aAo2(s);
aDecal(s);
aWetness(s);
aRim(s);
aEmission(s);
}
#endif // ALLOY_SHADERS_DEFINITION_DECAL_ALPHA_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file DecalAmbient.cginc
/// @brief Ambient deferred decal surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_DECAL_AMBIENT_CGINC
#define ALLOY_SHADERS_DEFINITION_DECAL_AMBIENT_CGINC
#include "Assets/Alloy/Shaders/Lighting/Unlit.cginc"
#include "Assets/Alloy/Shaders/Type/DecalAmbient.cginc"
void aSurfaceShader(
inout ASurface s)
{
half4 base = aBase(s);
s.baseColor = aLerpWhiteTo(base.rgb, base.a);
aTeamColor(s);
}
#endif // ALLOY_SHADERS_DEFINITION_DECAL_AMBIENT_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file Multiplicative.cginc
/// @brief Multiplicative deferred decal surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_DECAL_MULTIPLICATIVE_CGINC
#define ALLOY_SHADERS_DEFINITION_DECAL_MULTIPLICATIVE_CGINC
#include "Assets/Alloy/Shaders/Lighting/Unlit.cginc"
#include "Assets/Alloy/Shaders/Type/DecalMultiplicative.cginc"
void aSurfaceShader(
inout ASurface s)
{
half4 base = aBase(s);
s.baseColor = aLerpWhiteTo(base.rgb, base.a);
aTeamColor(s);
}
#endif // ALLOY_SHADERS_DEFINITION_DECAL_MULTIPLICATIVE_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file Details0.cginc
/// @brief Unity Terrain details VertexLit surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_DETAILS0_CGINC
#define ALLOY_SHADERS_DEFINITION_DETAILS0_CGINC
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
void aSurfaceShader(
inout ASurface s)
{
half4 base = aSampleBase(s) * s.vertexColor;
s.baseColor = base.rgb;
s.opacity = base.a;
s.specularity = 0.5h;
s.roughness = 1.0h;
}
#endif // ALLOY_SHADERS_DEFINITION_DETAILS0_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file Details1.cginc
/// @brief Unity Terrain details WavingDoublePass surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_DETAILS1_CGINC
#define ALLOY_SHADERS_DEFINITION_DETAILS1_CGINC
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/Details1.cginc"
void aSurfaceShader(
inout ASurface s)
{
half4 base = aSampleBase(s) * s.vertexColor;
s.baseColor = base.rgb;
s.opacity = base.a;
aCutout(s);
s.specularity = 0.5h;
s.roughness = 1.0h;
s.opacity *= s.vertexColor.a;
}
#endif // ALLOY_SHADERS_DEFINITION_DETAILS1_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file Details2.cginc
/// @brief Unity Terrain BillboardWavingDoublePass surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_DETAILS2_CGINC
#define ALLOY_SHADERS_DEFINITION_DETAILS2_CGINC
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/Details2.cginc"
void aSurfaceShader(
inout ASurface s)
{
half4 base = aSampleBase(s) * s.vertexColor;
s.baseColor = base.rgb;
s.opacity = base.a;
aCutout(s);
s.specularity = 0.5h;
s.roughness = 1.0h;
s.opacity *= s.vertexColor.a;
}
#endif // ALLOY_SHADERS_DEFINITION_DETAILS2_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file DirectionalBlend.cginc
/// @brief Directional Blend shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_DIRECTIONAL_BLEND_CGINC
#define ALLOY_SHADERS_DEFINITION_DIRECTIONAL_BLEND_CGINC
#define A_MAIN_TEXTURES_ON
#define A_MAIN_TEXTURES_CUTOUT_OFF
#define A_DIRECTIONAL_BLEND_ON
#define A_SECONDARY_TEXTURES_ON
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
void aSurfaceShader(
inout ASurface s)
{
aParallax(s);
aDissolve(s);
aMainTextures(s);
aDetail(s);
aTeamColor(s);
aDecal(s);
aEmission(s);
aDirectionalBlend(s);
aSecondaryTextures(s);
aCutout(s);
s.mask = 1.0h;
aAo2(s);
aWetness(s);
aRim(s);
}
#endif // ALLOY_SHADERS_DEFINITION_DIRECTIONAL_BLEND_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file Eye.cginc
/// @brief Eye surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_EYE_CGINC
#define ALLOY_SHADERS_DEFINITION_EYE_CGINC
#define A_EYE_ON
#define A_DETAIL_MASK_OFF
#define A_DETAIL_COLOR_MAP_OFF
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
void aSurfaceShader(
inout ASurface s)
{
aEye(s);
aDetail(s);
s.mask = 1.0h;
aDissolve(s);
aDecal(s);
aEmission(s);
aRim(s);
}
#endif // ALLOY_SHADERS_DEFINITION_EYE_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file Hair.cginc
/// @brief Hair surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_HAIR_CGINC
#define ALLOY_SHADERS_DEFINITION_HAIR_CGINC
#define A_NORMAL_MAPPING_ON
#define A_AMBIENT_OCCLUSION_ON
#define A_WETNESS_POROSITY_OFF
#define A_WETNESS_NORMAL_MAP_OFF
#include "Assets/Alloy/Shaders/Lighting/Hair.cginc"
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
void aSurfaceShader(
inout ASurface s)
{
aDissolve(s);
half4 base = aBase(s);
s.baseColor = base.rgb;
s.opacity = base.a;
aCutout(s);
half4 material = aSampleMaterial(s);
// Preshift down so a middle-gray texture can push the highlight up or down!
half shift = material.A_METALLIC_CHANNEL - 0.5h;
s.highlightTint0 = _HighlightTint0 * material.A_SPECULARITY_CHANNEL; // Noise
s.highlightShift0 = _HighlightShift0 + shift;
s.highlightShift1 = _HighlightShift1 + shift;
s.metallic = 0.0h;
s.ambientOcclusion = aLerpOneTo(material.A_AO_CHANNEL, _Occlusion);
s.specularity = _HairSpecularity;
s.roughness = material.A_ROUGHNESS_CHANNEL;
half theta = radians(_AnisoAngle);
s.highlightTangent = half3(cos(theta), sin(theta), 0.0h);
s.normalTangent = A_NT(s, aSampleBump(s));
aDecal(s);
aWetness(s);
aRim(s);
aEmission(s);
}
#endif // ALLOY_SHADERS_DEFINITION_HAIR_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file OrientedBlend.cginc
/// @brief Oriented Blend shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_ORIENTED_BLEND_CGINC
#define ALLOY_SHADERS_DEFINITION_ORIENTED_BLEND_CGINC
#define A_MAIN_TEXTURES_ON
#define A_MAIN_TEXTURES_CUTOUT_OFF
#define A_DIRECTIONAL_BLEND_ON
#define A_DIRECTIONAL_BLEND_MODE_OFF
#define A_ORIENTED_TEXTURES_ON
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
void aSurfaceShader(
inout ASurface s)
{
aParallax(s);
aDissolve(s);
aMainTextures(s);
aDetail(s);
aTeamColor(s);
aDecal(s);
aEmission(s);
aDirectionalBlend(s);
aOrientedTextures(s);
aCutout(s);
s.mask = 1.0h;
aAo2(s);
aWetness(s);
aRim(s);
}
#endif // ALLOY_SHADERS_DEFINITION_ORIENTED_BLEND_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file Oriented.cginc
/// @brief Oriented Blend & Core shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_ORIENTED_CGINC
#define ALLOY_SHADERS_DEFINITION_ORIENTED_CGINC
#define A_ORIENTED_TEXTURES_ON
#define A_ORIENTED_TEXTURES_BLEND_OFF
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
void aSurfaceShader(
inout ASurface s)
{
aOrientedTextures(s);
aCutout(s);
}
#endif // ALLOY_SHADERS_DEFINITION_ORIENTED_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file Skin.cginc
/// @brief Skin surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_SKIN_CGINC
#define ALLOY_SHADERS_DEFINITION_SKIN_CGINC
#define A_SKIN_TEXTURES_ON
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
void aSurfaceShader(
inout ASurface s)
{
aParallax(s);
aDissolve(s);
aSkinTextures(s);
aDetail(s);
aTeamColor(s);
aDecal(s);
aWetness(s);
aRim(s);
aEmission(s);
}
#endif // ALLOY_SHADERS_DEFINITION_SKIN_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file SpeedTree.cginc
/// @brief SpeedTree surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_SPEED_TREE_CGINC
#define ALLOY_SHADERS_DEFINITION_SPEED_TREE_CGINC
#define A_SPEED_TREE_ON
#define A_SPECULAR_TINT_ON
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/SpeedTree.cginc"
void aSurfaceShader(
inout ASurface s)
{
aParallax(s);
aDissolve(s);
aSpeedTree(s);
s.specularity = _Specularity;
s.specularTint = _SpecularTint;
s.roughness = _Roughness;
aTeamColor(s);
aDecal(s);
aWetness(s);
aTwoSided(s);
aRim(s);
aEmission(s);
}
#endif // ALLOY_SHADERS_DEFINITION_SPEED_TREE_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file SpeedTreeBillboard.cginc
/// @brief SpeedTree Billboard surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_SPEED_TREE_BILLBOARD_CGINC
#define ALLOY_SHADERS_DEFINITION_SPEED_TREE_BILLBOARD_CGINC
#define A_SPEED_TREE_ON
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/SpeedTreeBillboard.cginc"
void aSurfaceShader(
inout ASurface s)
{
aSpeedTree(s);
s.roughness = 1.0h;
}
#endif // ALLOY_SHADERS_DEFINITION_SPEED_TREE_BILLBOARD_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file Terrain.cginc
/// @brief Terrain surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_TERRAIN_CGINC
#define ALLOY_SHADERS_DEFINITION_TERRAIN_CGINC
#define A_TERRAIN_ON
#define A_DETAIL_MASK_OFF
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/Terrain.cginc"
void aSurfaceShader(
inout ASurface s)
{
aTerrain(s);
aDetail(s);
}
#endif // ALLOY_SHADERS_DEFINITION_TERRAIN_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file Transition.cginc
/// @brief Transition & Weighted Blend shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_TRANSITION_CGINC
#define ALLOY_SHADERS_DEFINITION_TRANSITION_CGINC
#define A_MAIN_TEXTURES_ON
#define A_MAIN_TEXTURES_CUTOUT_OFF
#define A_TRANSITION_BLEND_ON
#define A_SECONDARY_TEXTURES_ON
#define A_SECONDARY_TEXTURES_ALPHA_BLEND_OFF
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
void aSurfaceShader(
inout ASurface s)
{
aTransitionBlend(s);
s.mask = 1.0h - s.mask;
aParallax(s);
aMainTextures(s);
s.mask = 1.0h - s.mask;
aSecondaryTextures(s);
aCutout(s);
s.mask = 1.0h - s.mask;
aDetail(s);
aTeamColor(s);
aDecal(s);
aWetness(s);
aEmission(s);
aRim(s);
s.mask = 1.0h;
aDissolve(s);
aAo2(s);
}
#endif // ALLOY_SHADERS_DEFINITION_TRANSITION_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file Transmission.cginc
/// @brief Transmission surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_TRANSMISSION_CGINC
#define ALLOY_SHADERS_DEFINITION_TRANSMISSION_CGINC
#define A_MAIN_TEXTURES_ON
#define A_TRANSMISSION_ON
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
void aSurfaceShader(
inout ASurface s)
{
aParallax(s);
aDissolve(s);
aMainTextures(s);
aTransmission(s);
aDetail(s);
aTeamColor(s);
aAo2(s);
aDecal(s);
aWetness(s);
aTwoSided(s);
aRim(s);
aEmission(s);
}
#endif // ALLOY_SHADERS_DEFINITION_TRANSMISSION_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file TriPlanar.cginc
/// @brief TriPlanar shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_TRIPLANAR_CGINC
#define ALLOY_SHADERS_DEFINITION_TRIPLANAR_CGINC
#define A_TRIPLANAR_ON
#define A_RIM_EFFECTS_MAP_OFF
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
void aSurfaceShader(
inout ASurface s)
{
aTriPlanar(s);
aRim(s);
}
#endif // ALLOY_SHADERS_DEFINITION_TRIPLANAR_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file Unlit.cginc
/// @brief Unlit surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_UNLIT_CGINC
#define ALLOY_SHADERS_DEFINITION_UNLIT_CGINC
#define A_EMISSIVE_COLOR_ON
#define A_MAIN_TEXTURES_ON
#define A_MAIN_TEXTURES_MATERIAL_MAP_OFF
#include "Assets/Alloy/Shaders/Lighting/Unlit.cginc"
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
void aSurfaceShader(
inout ASurface s)
{
aParallax(s);
aDissolve(s);
aMainTextures(s);
aDetail(s);
aTeamColor(s);
aDecal(s);
aRim(s);
aEmission(s);
s.emissiveColor += s.baseColor;
}
#endif // ALLOY_SHADERS_DEFINITION_UNLIT_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file VertexBlend.cginc
/// @brief Vertex Blend shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_VERTEX_BLEND_CGINC
#define ALLOY_SHADERS_DEFINITION_VERTEX_BLEND_CGINC
#define A_VERTEX_BLEND_ON
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
void aSurfaceShader(
inout ASurface s)
{
aVertexBlend(s);
aDetail(s);
aAo2(s);
aDecal(s);
aWetness(s);
}
#endif // ALLOY_SHADERS_DEFINITION_VERTEX_BLEND_CGINC
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file WeightedBlend.cginc
/// @brief Weighted Blend shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFINITION_WEIGHTED_BLEND_CGINC
#define ALLOY_SHADERS_DEFINITION_WEIGHTED_BLEND_CGINC
#define A_MAIN_TEXTURES_ON
#define A_MAIN_TEXTURES_CUTOUT_OFF
#define A_WEIGHTED_BLEND_ON
#define A_SECONDARY_TEXTURES_ON
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
void aSurfaceShader(
inout ASurface s)
{
aParallax(s);
aDissolve(s);
aMainTextures(s);
aDetail(s);
aTeamColor(s);
aEmission(s);
aHeightmapBlend(s);
aSecondaryTextures(s);
aCutout(s);
s.mask = 1.0h;
aAo2(s);
aDecal(s);
aWetness(s);
aRim(s);
}
#endif // ALLOY_SHADERS_DEFINITION_WEIGHTED_BLEND_CGINC
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