// Alloy Physical Shader Framework // Copyright 2013-2017 RUST LLC. // http://www.alloy.rustltd.com/ Shader "Alloy/Legacy/Vertex Blend/4Splat TriPlanar" { Properties { // Global Settings _Mode ("'Rendering Mode' {RenderingMode:{Opaque:{_Cutoff}, Cutout:{}, Fade:{_Cutoff}, Transparent:{_Cutoff}}}", Float) = 0 _SrcBlend ("__src", Float) = 0 _DstBlend ("__dst", Float) = 0 _ZWrite ("__zw", Float) = 1 [LM_TransparencyCutOff] _Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5 [Toggle(EFFECT_BUMP)] _HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_Normal0,_Normal1,_Normal2,_Normal3,_DetailNormalMap,_DetailNormalMapScale}, NormalMaps:{}}}", Float) = 1 // Splat0 Properties _Splat0Properties ("'Splat0' {Section:{Color:0}}", Float) = 0 _Splat0Tint ("'Tint' {}", Color) = (1,1,1,1) _Splat0 ("'Base Color(RGB) Rough(A)' {Visualize:{RGB, A}}", 2D) = "white" {} _Splat0Velocity ("Scroll", Vector) = (0,0,0,0) _Normal0 ("'Normals' {Visualize:{NRM}, Parent:_Splat0}", 2D) = "bump" {} _Metallic0 ("'Metallic' {Min:0, Max:1}", Float) = 0.0 _SplatSpecularity0 ("'Specularity' {Min:0, Max:1}", Float) = 0.5 _SplatSpecularTint0 ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0 _SplatRoughness0 ("'Roughness' {Min:0, Max:1}", Float) = 1.0 // Splat1 Properties _Splat1Properties ("'Splat1' {Section:{Color:1}}", Float) = 0 _Splat1Tint ("'Tint' {}", Color) = (1,1,1,1) _Splat1 ("'Base Color(RGB) Rough(A)' {Visualize:{RGB, A}}", 2D) = "white" {} _Splat1Velocity ("Scroll", Vector) = (0,0,0,0) _Normal1 ("'Normals' {Visualize:{NRM}, Parent:_Splat1}", 2D) = "bump" {} _Metallic1 ("'Metallic' {Min:0, Max:1}", Float) = 0.0 _SplatSpecularity1 ("'Specularity' {Min:0, Max:1}", Float) = 0.5 _SplatSpecularTint1 ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0 _SplatRoughness1 ("'Roughness' {Min:0, Max:1}", Float) = 1.0 // Splat2 Properties _Splat2Properties ("'Splat2' {Section:{Color:2}}", Float) = 0 _Splat2Tint ("'Tint' {}", Color) = (1,1,1,1) _Splat2 ("'Base Color(RGB) Rough(A)' {Visualize:{RGB, A}}", 2D) = "white" {} _Splat2Velocity ("Scroll", Vector) = (0,0,0,0) _Normal2 ("'Normals' {Visualize:{NRM}, Parent:_Splat2}", 2D) = "bump" {} _Metallic2 ("'Metallic' {Min:0, Max:1}", Float) = 0.0 _SplatSpecularity2 ("'Specularity' {Min:0, Max:1}", Float) = 0.5 _SplatSpecularTint2 ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0 _SplatRoughness2 ("'Roughness' {Min:0, Max:1}", Float) = 1.0 // Splat3 Properties _Splat3Properties ("'Splat3' {Section:{Color:3}}", Float) = 0 _Splat3Tint ("'Tint' {}", Color) = (1,1,1,1) _Splat3 ("'Base Color(RGB) Rough(A)' {Visualize:{RGB, A}}", 2D) = "white" {} _Splat3Velocity ("Scroll", Vector) = (0,0,0,0) _Normal3 ("'Normals' {Visualize:{NRM}, Parent:_Splat3}", 2D) = "bump" {} _Metallic3 ("'Metallic' {Min:0, Max:1}", Float) = 0.0 _SplatSpecularity3 ("'Specularity' {Min:0, Max:1}", Float) = 0.5 _SplatSpecularTint3 ("'Specular Tint' {Min:0, Max:1}", Float) = 0.0 _SplatRoughness3 ("'Roughness' {Min:0, Max:1}", Float) = 1.0 // Triplanar _TriplanarProperties ("'Triplanar' {Section:{Color:4}}", Float) = 0 [Toggle(_TRIPLANARMODE_WORLD)] _TriplanarMode ("'Mode' {Dropdown:{Object:{}, World:{}}}", Float) = 1 _TriplanarBlendSharpness ("'Sharpness' {Min:1, Max:50}", Float) = 2 // AO2 [Toggle(_AO2_ON)] _AO2 ("'AO2' {Feature:{Color:6}}", Float) = 0 _Ao2Map ("'AO2(G)' {Visualize:{RGB}}", 2D) = "white" {} _Ao2MapUV ("UV Set", Float) = 1 _Ao2Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1 // Detail [Toggle(_DETAIL_MULX2)] _DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0 [Enum(Mul, 0, MulX2, 1)] _DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0 _DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {} _DetailAlbedoMapUV ("UV Set", Float) = 0 _DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {} _DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1 _DetailNormalMapScale ("'Normal Strength' {}", Float) = 1 // Decal [Toggle(_DECAL_ON)] _Decal ("'Decal' {Feature:{Color:9}}", Float) = 0 _DecalColor ("'Tint' {}", Color) = (1,1,1,1) _DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {} _DecalTexUV ("UV Set", Float) = 0 _DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1 _DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5 _DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0 // Forward Rendering Options _ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0 [ToggleOff] _SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0 [ToggleOff] _GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0 // Advanced Options _AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0 _Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1 _RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0 _EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0 } CGINCLUDE #define _METALLICGLOSSMAP ENDCG SubShader { Tags { "Queue" = "Geometry" "RenderType" = "Opaque" //"DisableBatching" = "LODFading" } LOD 400 Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] CGPROGRAM #pragma target 3.0 #pragma exclude_renderers gles #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature EFFECT_BUMP #pragma shader_feature _TRIPLANARMODE_WORLD #pragma shader_feature _AO2_ON #pragma shader_feature _DETAIL_MULX2 #pragma shader_feature _DECAL_ON #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF //#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 vertex aMainVertexShader #pragma fragment aMainFragmentShader #define UNITY_PASS_FORWARDBASE #include "Assets/Alloy/Legacy/Shaders/Definition/VertexBlend.cginc" #include "Assets/Alloy/Shaders/Forward/Base.cginc" ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode" = "ForwardAdd" } Blend [_SrcBlend] One ZWrite Off CGPROGRAM #pragma target 3.0 #pragma exclude_renderers gles #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature EFFECT_BUMP #pragma shader_feature _TRIPLANARMODE_WORLD #pragma shader_feature _AO2_ON #pragma shader_feature _DETAIL_MULX2 #pragma shader_feature _DECAL_ON #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF //#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile_fog //#pragma multi_compile __ VTRANSPARENCY_ON #pragma vertex aMainVertexShader #pragma fragment aMainFragmentShader #define UNITY_PASS_FORWARDADD #include "Assets/Alloy/Legacy/Shaders/Definition/VertexBlend.cginc" #include "Assets/Alloy/Shaders/Forward/Add.cginc" ENDCG } Pass { Name "SHADOWCASTER" Tags { "LightMode" = "ShadowCaster" } CGPROGRAM #pragma target 3.0 #pragma exclude_renderers gles #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _TRIPLANARMODE_WORLD #pragma multi_compile_shadowcaster #pragma multi_compile_instancing #pragma vertex aMainVertexShader #pragma fragment aMainFragmentShader #define UNITY_PASS_SHADOWCASTER #include "Assets/Alloy/Legacy/Shaders/Definition/VertexBlend.cginc" #include "Assets/Alloy/Shaders/Forward/Shadow.cginc" ENDCG } Pass { Name "DEFERRED" Tags { "LightMode" = "Deferred" } CGPROGRAM #pragma target 3.0 #pragma exclude_renderers nomrt gles #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature EFFECT_BUMP #pragma shader_feature _TRIPLANARMODE_WORLD #pragma shader_feature _AO2_ON #pragma shader_feature _DETAIL_MULX2 #pragma shader_feature _DECAL_ON #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 vertex aMainVertexShader #pragma fragment aMainFragmentShader #define UNITY_PASS_DEFERRED #include "Assets/Alloy/Legacy/Shaders/Definition/VertexBlend.cginc" #include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc" ENDCG } Pass { Name "Meta" Tags { "LightMode" = "Meta" } Cull Off CGPROGRAM #pragma target 3.0 #pragma exclude_renderers nomrt gles #pragma shader_feature _TRIPLANARMODE_WORLD #pragma shader_feature _DETAIL_MULX2 #pragma shader_feature _DECAL_ON #pragma vertex aMainVertexShader #pragma fragment aMainFragmentShader #define UNITY_PASS_META #include "Assets/Alloy/Legacy/Shaders/Definition/VertexBlend.cginc" #include "Assets/Alloy/Shaders/Forward/Meta.cginc" ENDCG } } Fallback "VertexLit" CustomEditor "AlloyFieldBasedEditor" }