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

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Vendored

// 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"
}