// Alloy Physical Shader Framework // Copyright 2013-2017 RUST LLC. // http://www.alloy.rustltd.com/ Shader "Alloy/Decal/Ambient" { Properties { // 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 _BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0 // 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) // Advanced Options _AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0 _RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0 _EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0 } SubShader { Tags { "Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "Opaque" "ForceNoShadowCasting" = "True" //"DisableBatching" = "LODFading" } LOD 300 Offset -1,-1 Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } Blend DstColor Zero ZWrite Off Cull Back CGPROGRAM #pragma target 3.0 #pragma exclude_renderers gles #pragma shader_feature _TEAMCOLOR_ON //#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma multi_compile_instancing #pragma vertex aMainVertexShader #pragma fragment aMainFragmentShader #define UNITY_PASS_FORWARDBASE #include "Assets/Alloy/Shaders/Definition/DecalAmbient.cginc" #include "Assets/Alloy/Shaders/Forward/Base.cginc" ENDCG } Pass { Name "DEFERRED" Tags { "LightMode" = "Deferred" } Blend DstColor Zero ZWrite Off Cull Back CGPROGRAM #pragma target 3.0 #pragma exclude_renderers nomrt gles #pragma shader_feature _TEAMCOLOR_ON //#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE #pragma multi_compile ___ UNITY_HDR_ON #pragma multi_compile_instancing #pragma vertex aMainVertexShader #pragma fragment aMainFragmentShader #define UNITY_PASS_DEFERRED #include "Assets/Alloy/Shaders/Definition/DecalAmbient.cginc" #include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc" ENDCG } } FallBack Off CustomEditor "AlloyFieldBasedEditor" }