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2022-01-22 20:13:49 -08:00

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HLSL
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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file CarPaint.cginc
/// @brief Car Paint surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_MODS_SHADERS_DEFINITION_CAR_PAINT_CGINC
#define ALLOY_MODS_SHADERS_DEFINITION_CAR_PAINT_CGINC
#define _ALPHABLEND_ON
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
half4 _ClearCoatColor;
half _ClearCoatRoughness;
void aSurfaceShader(
inout ASurface s)
{
aParallax(s);
aDissolve(s);
// Clear coat should only appear over car paint mask.
half4 base = _Color * aSampleBase(s);
s.opacity = base.a * _ClearCoatColor.a;
s.baseColor = _ClearCoatColor.rgb;
s.roughness = _ClearCoatRoughness;
s.specularity = 0.5h;
}
#endif // ALLOY_MODS_SHADERS_DEFINITION_CAR_PAINT_CGINC