// Alloy Physical Shader Framework // Copyright 2013-2017 RUST LLC. // http://www.alloy.rustltd.com/ Shader "Alloy/Tessellation/Human/Skin (Forward)" { Properties { [Toggle(EFFECT_BUMP)] _HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_SssBumpBlur,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1 // Skin Textures _MainTextures ("'Skin 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) SSS(A)' {Visualize:{RGB, A}}", 2D) = "white" {} _MainTexVelocity ("Scroll", Vector) = (0,0,0,0) _MainTexUV ("UV Set", Float) = 0 [LM_Metallic] _SpecTex ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex}", 2D) = "white" {} [LM_NormalMap] _BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {} _BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0 // Skin Properties _MainPhysicalProperties ("'Skin Properties' {Section:{Color:1}}", Float) = 0 _Metal ("'Metallic' {Min:0, Max:1}", Float) = 1 _Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1 _Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1 _Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1 _BumpScale ("'Normal Strength' {}", Float) = 1 // Skin Scattering _SkinScatteringProperties ("'Skin Scattering' {Section:{Color:2}}", Float) = 0 _SssBrdfTex ("'LUT' {Controls:False}", 2D) = "white" {} _SssWeight ("'Weight' {Min:0, Max:1}", Float) = 1 _SssMaskCutoff ("'Mask Cutoff' {Min:0.01, Max:1}", Float) = 0.1 _SssBias ("'Bias' {Min:0, Max:1}", Float) = 0 _SssScale ("'Scale' {Min:0, Max:1}", Float) = 1 _SssBumpBlur ("'Bump Blur' {Min:0, Max:1}", Float) = 0.7 _SssTransmissionAbsorption ("'Absorption' {Vector:3}", Vector) = (-8,-40,-64,0) _SssColorBleedAoWeights ("'AO Color Bleed' {Vector:3}", Vector) = (0.4,0.15,0.13,0) // Transmission _TransmissionProperties ("'Transmission' {Section:{Color:3}}", Float) = 0 _TransWeight ("'Weight' {Min:0, Max:1}", Float) = 1.0 _TransDistortion ("'Bump Distortion' {Min:0, Max:1}", Float) = 0.1 _TransPower ("'Falloff' {Min: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 // Detail [Toggle(_DETAIL_MULX2)] _DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0 [Toggle(_NORMALMAP)] _DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0 _DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {} _DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1 [Enum(Mul, 0, MulX2, 1)] _DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0 _DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {} _DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0) _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 // 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) // 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 // Emission [Toggle(_EMISSION)] _Emission ("'Emission' {Feature:{Color:10}}", Float) = 0 [LM_Emission] [HDR] _EmissionColor ("'Tint' {}", Color) = (1,1,1) [LM_Emission] _EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {} _IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {} _IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0) _IncandescenceMapUV ("UV Set", Float) = 0 [Gamma] _EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1 // Rim Emission [Toggle(_RIM_ON)] _Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0 [HDR] _RimColor ("'Tint' {}", Color) = (1,1,1) _RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {} _RimTexVelocity ("Scroll", Vector) = (0,0,0,0) _RimTexUV ("UV Set", Float) = 0 [Gamma] _RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1 [Gamma] _RimBias ("'Fill' {Min:0, Max:1}", Float) = 0 _RimPower ("'Falloff' {Min:0.01}", Float) = 4 // 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 // Wetness [Toggle(_WETNESS_ON)] _WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0 [Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)] _WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0 _WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {} _WetMaskVelocity ("Scroll", Vector) = (0,0,0,0) _WetMaskUV ("UV Set", Float) = 0 _WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1 _WetTint ("'Tint' {}", Color) = (1,1,1,1) _WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {} _WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0) _WetNormalMapUV ("UV Set", Float) = 0 _WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1 _WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2 _WetNormalMapScale ("'Normal Strength' {}", Float) = 1 // 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 A_FORWARD_ONLY_SHADER #define A_TESSELLATION_SHADER ENDCG SubShader { Tags { "Queue" = "Geometry" "RenderType" = "Opaque" //"DisableBatching" = "LODFading" } LOD 400 Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } CGPROGRAM //#pragma target 4.6 #pragma exclude_renderers gles #pragma shader_feature EFFECT_BUMP #pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG #pragma shader_feature _DETAIL_MULX2 #pragma shader_feature _NORMALMAP #pragma shader_feature _TEAMCOLOR_ON #pragma shader_feature _DECAL_ON #pragma shader_feature _EMISSION #pragma shader_feature _RIM_ON #pragma shader_feature _DISSOLVE_ON #pragma shader_feature _WETNESS_ON #pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA #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 hull aMainHullShader #pragma vertex aMainTessellationVertexShader #pragma domain aMainDomainShader #pragma fragment aMainFragmentShader #define UNITY_PASS_FORWARDBASE #include "Assets/Alloy/Shaders/Definition/Skin.cginc" #include "Assets/Alloy/Shaders/Forward/Base.cginc" ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode" = "ForwardAdd" } Blend One One ZWrite Off CGPROGRAM //#pragma target 4.6 #pragma exclude_renderers gles #pragma shader_feature EFFECT_BUMP #pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG #pragma shader_feature _DETAIL_MULX2 #pragma shader_feature _NORMALMAP #pragma shader_feature _TEAMCOLOR_ON #pragma shader_feature _DECAL_ON #pragma shader_feature _DISSOLVE_ON #pragma shader_feature _WETNESS_ON #pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA #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 hull aMainHullShader #pragma vertex aMainTessellationVertexShader #pragma domain aMainDomainShader #pragma fragment aMainFragmentShader #define UNITY_PASS_FORWARDADD #include "Assets/Alloy/Shaders/Definition/Skin.cginc" #include "Assets/Alloy/Shaders/Forward/Add.cginc" ENDCG } Pass { Name "SHADOWCASTER" Tags { "LightMode" = "ShadowCaster" } CGPROGRAM //#pragma target 4.6 #pragma exclude_renderers gles #pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG #pragma shader_feature _DISSOLVE_ON #pragma multi_compile_shadowcaster #pragma multi_compile_instancing #pragma hull aMainHullShader #pragma vertex aMainTessellationVertexShader #pragma domain aMainDomainShader #pragma fragment aMainFragmentShader #define UNITY_PASS_SHADOWCASTER #include "Assets/Alloy/Shaders/Definition/Skin.cginc" #include "Assets/Alloy/Shaders/Forward/Shadow.cginc" ENDCG } Pass { Name "Meta" Tags { "LightMode" = "Meta" } Cull Off CGPROGRAM //#pragma target 4.6 #pragma exclude_renderers nomrt gles #pragma shader_feature _DETAIL_MULX2 #pragma shader_feature _NORMALMAP #pragma shader_feature _TEAMCOLOR_ON #pragma shader_feature _DECAL_ON #pragma shader_feature _EMISSION #pragma vertex aMainVertexShader #pragma fragment aMainFragmentShader #define UNITY_PASS_META #include "Assets/Alloy/Shaders/Definition/Skin.cginc" #include "Assets/Alloy/Shaders/Forward/Meta.cginc" ENDCG } } FallBack "Alloy/Human/Skin (Forward)" CustomEditor "AlloyFieldBasedEditor" }