// Alloy Physical Shader Framework // Copyright 2013-2017 RUST LLC. // http://www.alloy.rustltd.com/ Shader "Alloy/Legacy/Tessellation/Human/Eye/Occlusion" { Properties { // Main Textures _MainTextures ("'Eye OcclusionTextures' {Section:{Color:0}}", Float) = 0 _Color ("'Tint' {}", Color) = (1,1,1,1) _MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {} _MainTexVelocity ("Scroll", Vector) = (0,0,0,0) _MainTexUV ("UV Set", Float) = 0 _AoMap ("'Ambient Occlusion(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {} _BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0 // Main Properties _MainPhysicalProperties ("'Main Properties' {Section:{Color:1}}", Float) = 0 _Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1 // Tessellation _TessellationProperties ("'Tessellation' {Section:{Color:5}}", Float) = 0 [KeywordEnum(Displacement, Phong)] _TessellationMode ("'Mode' {Dropdown:{Displacement:{_Phong}, Phong:{_DispTex, _Displacement}}}", Float) = 0 _DispTex ("'Heightmap(G)' {Visualize:{RGB}}", 2D) = "black" {} _DispTexVelocity ("Scroll", Vector) = (0,0,0,0) _Displacement ("'Displacement' {Min:0, Max:30}", Float) = 0.3 _Phong ("'Phong Strength' {Min:0, Max:1}", Float) = 0.5 _EdgeLength ("'Edge Length' {Min:2, Max:50}", Float) = 15 // Dissolve [Toggle(_DISSOLVE_ON)] _Dissolve ("'Dissolve' {Feature:{Color:12}}", Float) = 0 [HDR] _DissolveGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1) _DissolveTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {} _DissolveTexUV ("UV Set", Float) = 0 _DissolveCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0 [Gamma] _DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1 _DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01 // Advanced Options _AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0 _RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0 _EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0 } CGINCLUDE #define _ALPHAPREMULTIPLY_ON #define A_TESSELLATION_SHADER ENDCG SubShader { Tags { "Queue" = "Transparent-1" "IgnoreProjector" = "True" "RenderType" = "Transparent" "ForceNoShadowCasting" = "True" //"DisableBatching" = "LODFading" } LOD 400 Offset -1,-1 Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off CGPROGRAM //#pragma target 4.6 #pragma exclude_renderers gles #pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG #pragma shader_feature _DISSOLVE_ON //#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma multi_compile_instancing //#pragma multi_compile __ VTRANSPARENCY_ON #pragma hull aMainHullShader #pragma vertex aMainTessellationVertexShader #pragma domain aMainDomainShader #pragma fragment aMainFragmentShader #define UNITY_PASS_FORWARDBASE #include "Assets/Alloy/Legacy/Shaders/Definition/EyeOcclusion.cginc" #include "Assets/Alloy/Shaders/Forward/Base.cginc" ENDCG } } FallBack "Alloy/Legacy/Human/Eye/Occlusion" CustomEditor "AlloyFieldBasedEditor" }