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H3VR-TNH-Quality-of-Life-Im…/Assets/Alloy/Shaders/4.6/Human/Tessellation Eye.shader
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2022-01-22 20:13:49 -08:00

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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
Shader "Alloy/Tessellation/Human/Eye" {
Properties {
// Eye Textures
_EyeballTextures ("'Eye 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) Iris(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
_ParallaxMap ("'Heightmap(G)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "black" {}
[LM_NormalMap]
_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
// Cornea Properties
_CorneaProperties ("'Cornea' {Section:{Color:1}}", Float) = 0
_CorneaColor ("'Tint' {}", Color) = (0.5,0.5,0.5,0)
_CorneaNormalMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
_CorneaSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.36
_CorneaRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.1
_CorneaNormalMapScale ("'Normal Strength' {}", Float) = 1
// Iris Properties
_IrisProperties("'Iris' {Section:{Color:2}}", Float) = 0
_IrisColor ("'Tint' {}", Color) = (1,1,1)
_Parallax ("'Depth' {Min:0, Max:0.08}", Float) = 0.02
_IrisPupilSize ("'Pupil Dilation' {Min:0, Max:1}", Float) = 0
_IrisShadowing ("'Shadowing' {Min:0.01}", Float) = 1.1
_IrisScatterIntensity ("'Scatter Intensity' {Min:0}", Float) = 2
_IrisScatterPower ("'Scatter Power' {Min:0.01}", Float) = 2.5
// Sclera Properties
_ScleraProperties ("'Sclera' {Section:{Color:3}}", Float) = 0
_ScleraColor ("'Tint' {}", Color) = (1,1,1)
_ScleraSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.36
_ScleraRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.1
_ScleraNormalMapScale ("'Normal Strength' {}", 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
_DetailNormalMap ("'Normals' {Visualize:{NRM}}", 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
// 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
// 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_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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_ON
#pragma shader_feature _DISSOLVE_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 hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDBASE
#include "Assets/Alloy/Shaders/Definition/Eye.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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _DECAL_ON
#pragma shader_feature _DISSOLVE_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 hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_FORWARDADD
#include "Assets/Alloy/Shaders/Definition/Eye.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/Eye.cginc"
#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
ENDCG
}
Pass {
Name "DEFERRED"
Tags { "LightMode" = "Deferred" }
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers gles
#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
#pragma shader_feature _DETAIL_MULX2
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_ON
#pragma shader_feature _DISSOLVE_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 hull aMainHullShader
#pragma vertex aMainTessellationVertexShader
#pragma domain aMainDomainShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_DEFERRED
#include "Assets/Alloy/Shaders/Definition/Eye.cginc"
#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
ENDCG
}
Pass {
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
//#pragma target 4.6
#pragma exclude_renderers nomrt gles
#pragma shader_feature _DECAL_ON
#pragma shader_feature _EMISSION
#pragma vertex aMainVertexShader
#pragma fragment aMainFragmentShader
#define UNITY_PASS_META
#include "Assets/Alloy/Shaders/Definition/Eye.cginc"
#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
ENDCG
}
}
FallBack "Alloy/Human/Eye"
CustomEditor "AlloyFieldBasedEditor"
}