mirror of
https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
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57 lines
1.3 KiB
HLSL
Vendored
57 lines
1.3 KiB
HLSL
Vendored
// Alloy Physical Shader Framework
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// Copyright 2013-2017 RUST LLC.
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// http://www.alloy.rustltd.com/
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/////////////////////////////////////////////////////////////////////////////////
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/// @file Core.cginc
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/// @brief Core & Glass surface shader definition.
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/////////////////////////////////////////////////////////////////////////////////
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#ifndef ALLOY_MODS_SHADERS_DEFINITION_CORE_CGINC
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#define ALLOY_MODS_SHADERS_DEFINITION_CORE_CGINC
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#define A_MAIN_TEXTURES_ON
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#define A_DETAIL_MASK_OFF
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#define A_EMISSION_MASK_MAP_OFF
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#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
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#include "Assets/Alloy/Shaders/Type/Standard.cginc"
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sampler2D _MasksMap;
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half4 _DetailMasks;
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half4 _EmissionMasks;
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half4 _RimMasks;
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void aSurfaceShader(
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inout ASurface s)
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{
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aParallax(s);
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aDissolve(s);
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aMainTextures(s);
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#if defined(A_DETAIL_ON) || defined(A_EMISSION_ON) || defined(A_RIM_ON)
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half4 masks = tex2D(_MasksMap, s.baseUv);
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#endif
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#ifdef A_DETAIL_ON
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s.mask = aDotClamp(_DetailMasks, masks);
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aDetail(s);
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s.mask = 1.0h;
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#endif
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aTeamColor(s);
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aAo2(s);
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aDecal(s);
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aWetness(s);
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#ifdef A_EMISSION_ON
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s.mask = aGammaToLinear(aDotClamp(_EmissionMasks, masks));
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aEmission(s);
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#endif
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#ifdef A_RIM_ON
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s.mask = aGammaToLinear(aDotClamp(_RimMasks, masks));
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aRim(s);
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#endif
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}
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#endif // ALLOY_MODS_SHADERS_DEFINITION_CORE_CGINC
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