Initial commit

This commit is contained in:
msk
2022-01-22 20:13:49 -08:00
parent f9d23e5bcf
commit 687473573d
878 changed files with 70957 additions and 0 deletions
@@ -0,0 +1,56 @@
// 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