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{
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Properties
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{
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[HideInInspector] __dirty( "", Int ) = 1
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{
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Cull Back
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CGINCLUDE
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#include "UnityStandardUtils.cginc"
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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struct Input
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{
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float2 uv_texcoord;
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};
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uniform float _MaskClipValue = 0.5;
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uniform float _FadeFactor;
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{
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o.Alpha = tex2DNode1.a;
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clip( tex2DNode1.a - _MaskClipValue );
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf Standard keepalpha
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ENDCG
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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
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Cull Off
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CGINCLUDE
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#include "UnityStandardUtils.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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void surf2( Input i , inout SurfaceOutputStandard o )
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{
|
||||
float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
|
||||
o.Normal = UnpackScaleNormal( tex2D( _BumpMap,uv_BumpMap) ,_BumpStrength );
|
||||
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float4 tex2DNode1 = tex2D( _MainTex,uv_MainTex);
|
||||
o.Albedo = tex2DNode1.xyz * _Color;
|
||||
float2 uv_MetallicGlossMap = i.uv_texcoord * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
|
||||
// o.Metallic = tex2D( _MetallicGlossMap,uv_MetallicGlossMap).x * _MetallicStrength;
|
||||
o.Metallic = _MetallicAdd + (tex2D(_MetallicGlossMap, uv_MetallicGlossMap).x * _MetallicStrength);
|
||||
o.Smoothness = _SmoothnessAdd + (tex2D(_MetallicGlossMap, uv_MetallicGlossMap).a * _SmoothnessStrength);
|
||||
o.Alpha = tex2DNode1.a * _FadeFactor;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
CGPROGRAM
|
||||
#pragma surface surf2 Standard alpha:fade keepalpha
|
||||
|
||||
ENDCG
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags{ "LightMode" = "ShadowCaster" }
|
||||
ZWrite On
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 3.0
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile UNITY_PASS_SHADOWCASTER
|
||||
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
||||
#pragma shader_feature_local _ENVIRONMENTREFLECTIONS_OFF
|
||||
# include "HLSLSupport.cginc"
|
||||
#include "UnityCG.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
sampler3D _DitherMaskLOD;
|
||||
struct v2f
|
||||
{
|
||||
V2F_SHADOW_CASTER;
|
||||
float3 worldPos : TEXCOORD6;
|
||||
float4 tSpace0 : TEXCOORD1;
|
||||
float4 tSpace1 : TEXCOORD2;
|
||||
float4 tSpace2 : TEXCOORD3;
|
||||
float4 texcoords01 : TEXCOORD4;
|
||||
};
|
||||
v2f vert( appdata_full v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_INITIALIZE_OUTPUT( v2f, o );
|
||||
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
|
||||
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
|
||||
fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
|
||||
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
||||
fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
|
||||
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
|
||||
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
|
||||
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
|
||||
o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
|
||||
o.worldPos = worldPos;
|
||||
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
|
||||
return o;
|
||||
}
|
||||
fixed4 frag( v2f IN ) : SV_Target
|
||||
{
|
||||
Input surfIN;
|
||||
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
|
||||
surfIN.uv_texcoord = IN.texcoords01.xy;
|
||||
float3 worldPos = IN.worldPos;
|
||||
fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
|
||||
SurfaceOutputStandard o;
|
||||
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
|
||||
surf( surfIN, o );
|
||||
SHADOW_CASTER_FRAGMENT( IN )
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "Legacy Shaders/Transparent/Cutout/Bumped Diffuse"
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d56eff61c40904d78becb18c718ce22e
|
||||
timeCreated: 1488417028
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 35611
|
||||
packageName: UMA 2
|
||||
packageVersion: 2.13
|
||||
assetPath: Assets/UMA/Content/Core/HumanShared/Materials/Shaders/HairFadeCutout.shader
|
||||
uploadId: 679826
|
||||
@@ -0,0 +1,100 @@
|
||||
// Simple 2 Pass Hair Shader
|
||||
|
||||
// This shader blends a solid cutout and fade shader to try and produce reasonable looking hair.
|
||||
|
||||
// Made with components from the: Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "UMA/Hair Fade2 Cutout"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
_MainTex("Diffuse/Alpha Map", 2D) = "white" {}
|
||||
_MaskClipValue( "Cotout Clip Value", Range( 0 , 1) ) = 0.7
|
||||
_BumpMap("Normal Map", 2D) = "bump" {}
|
||||
_BumpStrength("Bump Strength", Range( 0 , 1)) = 0.4
|
||||
_MetallicStrength("Metallic Strength", Range (0,1) ) = 0.5
|
||||
_MetallicAdd("Metallic Add", Range (0,1) ) = 0.0
|
||||
_SmoothnessStrength("Smoothness Strength", Range (0,1)) = 0.5
|
||||
_SmoothnessAdd("Smoothness Add",Range(0,1)) = 0.0
|
||||
_MetallicGlossMap("Metallic Gloss Map", 2D) = "white" {}
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" }
|
||||
Cull Back
|
||||
CGINCLUDE
|
||||
#include "UnityStandardUtils.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#pragma target 3.0
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
};
|
||||
|
||||
uniform float _MetallicAdd;
|
||||
uniform float _MetallicStrength;
|
||||
uniform float _SmoothnessStrength;
|
||||
uniform float _SmoothnessAdd;
|
||||
uniform float _BumpStrength;
|
||||
uniform sampler2D _BumpMap;
|
||||
uniform float4 _BumpMap_ST;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
uniform sampler2D _MetallicGlossMap;
|
||||
uniform float4 _MetallicGlossMap_ST;
|
||||
uniform float _MaskClipValue = 0.5;
|
||||
|
||||
void surf( Input i , inout SurfaceOutputStandard o )
|
||||
{
|
||||
float2 uv_BumpMap = i.uv_texcoord;// *_BumpMap_ST.xy + _BumpMap_ST.zw;
|
||||
o.Normal = UnpackScaleNormal( tex2D( _BumpMap,uv_BumpMap) ,_BumpStrength );
|
||||
float2 uv_MainTex = i.uv_texcoord;// *_MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float4 tex2DNode1 = tex2D( _MainTex,uv_MainTex);
|
||||
o.Albedo = tex2DNode1.xyz;
|
||||
float2 uv_MetallicGlossMap = i.uv_texcoord;// *_MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
|
||||
o.Metallic = _MetallicAdd + (tex2D( _MetallicGlossMap,uv_MetallicGlossMap).x * _MetallicStrength);
|
||||
// o.Metallic = _MetallicAdd + (tex2D(_MetallicGlossMap, uv_MetallicGlossMap).x * _MetallicStrength);
|
||||
o.Smoothness = _SmoothnessAdd + (tex2D(_MetallicGlossMap, uv_MetallicGlossMap).a * _SmoothnessStrength);
|
||||
o.Alpha = tex2DNode1.a;
|
||||
clip( tex2DNode1.a - _MaskClipValue );
|
||||
}
|
||||
|
||||
ENDCG
|
||||
CGPROGRAM
|
||||
#pragma surface surf Standard addshadow
|
||||
|
||||
ENDCG
|
||||
|
||||
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
|
||||
Cull Back
|
||||
CGINCLUDE
|
||||
#include "UnityStandardUtils.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#pragma target 3.0
|
||||
|
||||
void surf2( Input i , inout SurfaceOutputStandard o )
|
||||
{
|
||||
float2 uv_BumpMap = i.uv_texcoord;// *_BumpMap_ST.xy + _BumpMap_ST.zw;
|
||||
o.Normal = UnpackScaleNormal( tex2D( _BumpMap,uv_BumpMap) ,_BumpStrength );
|
||||
float2 uv_MainTex = i.uv_texcoord;// *_MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float4 tex2DNode1 = tex2D( _MainTex,uv_MainTex);
|
||||
o.Albedo = tex2DNode1.xyz;
|
||||
float2 uv_MetallicGlossMap = i.uv_texcoord;// *_MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
|
||||
o.Metallic = _MetallicAdd + (tex2D(_MetallicGlossMap, uv_MetallicGlossMap).x * _MetallicStrength);
|
||||
o.Smoothness = _SmoothnessAdd + (tex2D(_MetallicGlossMap, uv_MetallicGlossMap).a * _SmoothnessStrength);
|
||||
o.Alpha = tex2DNode1.a;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
CGPROGRAM
|
||||
#pragma surface surf2 Standard alpha:fade keepalpha addshadow
|
||||
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Legacy Shaders/Transparent/Cutout/Bumped Diffuse"
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5efdaebb940ef7b4bb5dcad3bf6b78d8
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 35611
|
||||
packageName: UMA 2
|
||||
packageVersion: 2.13
|
||||
assetPath: Assets/UMA/Content/Core/HumanShared/Materials/Shaders/HairFadeCutout2.shader
|
||||
uploadId: 679826
|
||||
@@ -0,0 +1,103 @@
|
||||
// Simple 2 Pass Hair Shader (Single Sided)
|
||||
|
||||
// This shader blends a solid cutout and fade shader to try and produce reasonable looking hair.
|
||||
|
||||
// Made with components from the: Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "UMA/Hair Fade Cutout (Single Sided)"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
_MainTex("Diffuse/Alpha Map", 2D) = "white" {}
|
||||
_MaskClipValue( "Cotout Clip Value", Range( 0 , 1) ) = 0.7
|
||||
_BumpMap("Normal Map", 2D) = "bump" {}
|
||||
_BumpStrength("Bump Strength", Range( 0 , 1)) = 0.4
|
||||
_MetallicStrength("Metallic Strength", Range (0,1) ) = 0.5
|
||||
_MetallicAdd("Metallic Add", Range (0,1) ) = 0.0
|
||||
_SmoothnessStrength("Smoothness Strength", Range (0,1)) = 0.5
|
||||
_SmoothnessAdd("Smoothness Add",Range(0,1)) = 0.0
|
||||
_MetallicGlossMap("Metallic Gloss Map", 2D) = "white" {}
|
||||
_FadeFactor("Fade Factor", Range(0,2)) = 2.0
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" }
|
||||
Cull Back
|
||||
CGINCLUDE
|
||||
#include "UnityStandardUtils.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#pragma target 3.0
|
||||
#pragma shader_feature_local _ENVIRONMENTREFLECTIONS_OFF
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
};
|
||||
|
||||
uniform float _MetallicAdd;
|
||||
uniform float _MetallicStrength;
|
||||
uniform float _SmoothnessStrength;
|
||||
uniform float _SmoothnessAdd;
|
||||
uniform float _BumpStrength;
|
||||
uniform sampler2D _BumpMap;
|
||||
uniform float4 _BumpMap_ST;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
uniform sampler2D _MetallicGlossMap;
|
||||
uniform float4 _MetallicGlossMap_ST;
|
||||
uniform float _MaskClipValue = 0.5;
|
||||
uniform float _FadeFactor;
|
||||
|
||||
void surf( Input i , inout SurfaceOutputStandard o )
|
||||
{
|
||||
float2 uv_BumpMap = i.uv_texcoord;// *_BumpMap_ST.xy + _BumpMap_ST.zw;
|
||||
o.Normal = UnpackScaleNormal( tex2D( _BumpMap,uv_BumpMap) ,_BumpStrength );
|
||||
float2 uv_MainTex = i.uv_texcoord;// *_MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float4 tex2DNode1 = tex2D( _MainTex,uv_MainTex);
|
||||
o.Albedo = tex2DNode1.xyz;
|
||||
float2 uv_MetallicGlossMap = i.uv_texcoord;// *_MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
|
||||
o.Metallic = _MetallicAdd + (tex2D( _MetallicGlossMap,uv_MetallicGlossMap).x * _MetallicStrength);
|
||||
// o.Metallic = _MetallicAdd + (tex2D(_MetallicGlossMap, uv_MetallicGlossMap).x * _MetallicStrength);
|
||||
o.Smoothness = _SmoothnessAdd + (tex2D(_MetallicGlossMap, uv_MetallicGlossMap).a * _SmoothnessStrength);
|
||||
o.Alpha = tex2DNode1.a;
|
||||
clip( tex2DNode1.a - _MaskClipValue );
|
||||
}
|
||||
|
||||
ENDCG
|
||||
CGPROGRAM
|
||||
#pragma surface surf Standard addshadow
|
||||
|
||||
ENDCG
|
||||
|
||||
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
|
||||
Cull Back
|
||||
CGINCLUDE
|
||||
#include "UnityStandardUtils.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#pragma target 3.0
|
||||
|
||||
void surf2( Input i , inout SurfaceOutputStandard o )
|
||||
{
|
||||
float2 uv_BumpMap = i.uv_texcoord;// *_BumpMap_ST.xy + _BumpMap_ST.zw;
|
||||
o.Normal = UnpackScaleNormal( tex2D( _BumpMap,uv_BumpMap) ,_BumpStrength );
|
||||
float2 uv_MainTex = i.uv_texcoord;// *_MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float4 tex2DNode1 = tex2D( _MainTex,uv_MainTex);
|
||||
o.Albedo = tex2DNode1.xyz;
|
||||
float2 uv_MetallicGlossMap = i.uv_texcoord;// *_MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
|
||||
o.Metallic = _MetallicAdd + (tex2D(_MetallicGlossMap, uv_MetallicGlossMap).x * _MetallicStrength);
|
||||
o.Smoothness = _SmoothnessAdd + (tex2D(_MetallicGlossMap, uv_MetallicGlossMap).a * _SmoothnessStrength);
|
||||
o.Alpha = tex2DNode1.a * _FadeFactor;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
CGPROGRAM
|
||||
#pragma surface surf2 Standard alpha:fade keepalpha addshadow
|
||||
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Legacy Shaders/Transparent/Cutout/Bumped Diffuse"
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0b87e405f94845c4b81d32f132cda54b
|
||||
timeCreated: 1499382514
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 35611
|
||||
packageName: UMA 2
|
||||
packageVersion: 2.13
|
||||
assetPath: Assets/UMA/Content/Core/HumanShared/Materials/Shaders/HairFadeCutoutSS.shader
|
||||
uploadId: 679826
|
||||
@@ -0,0 +1,109 @@
|
||||
// Simple 2 Pass Hair Shader
|
||||
|
||||
// This shader blends a solid cutout and fade shader to try and produce reasonable looking hair.
|
||||
|
||||
// Made with components from the: Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "UMA/Hair Fade2 Cutout Emission"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
_MainTex("Diffuse/Alpha Map", 2D) = "white" {}
|
||||
_MaskClipValue( "Cotout Clip Value", Range( 0 , 1) ) = 0.7
|
||||
_BumpMap("Normal Map", 2D) = "bump" {}
|
||||
_BumpStrength("Bump Strength", Range( 0 , 1)) = 0.4
|
||||
_MetallicStrength("Metallic Strength", Range (0,1) ) = 0.5
|
||||
_MetallicAdd("Metallic Add", Range (0,1) ) = 0.0
|
||||
_SmoothnessStrength("Smoothness Strength", Range (0,1)) = 0.5
|
||||
_SmoothnessAdd("Smoothness Add",Range(0,1)) = 0.0
|
||||
_MetallicGlossMap("Metallic Gloss Map", 2D) = "white" {}
|
||||
_Emission("Emission", 2D) = "black" {}
|
||||
[HDR] _EmissionColor("Color", Color) = (0,0,0)
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" }
|
||||
Cull Back
|
||||
CGINCLUDE
|
||||
#include "UnityStandardUtils.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#pragma target 3.0
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
};
|
||||
|
||||
uniform float _MetallicAdd;
|
||||
uniform float _MetallicStrength;
|
||||
uniform float _SmoothnessStrength;
|
||||
uniform float _SmoothnessAdd;
|
||||
uniform float _BumpStrength;
|
||||
uniform sampler2D _BumpMap;
|
||||
uniform float4 _BumpMap_ST;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
uniform sampler2D _MetallicGlossMap;
|
||||
uniform float4 _MetallicGlossMap_ST;
|
||||
uniform float _MaskClipValue = 0.5;
|
||||
uniform sampler2D _Emission;
|
||||
uniform half4 _EmissionColor;
|
||||
|
||||
void surf( Input i , inout SurfaceOutputStandard o )
|
||||
{
|
||||
float2 uv_BumpMap = i.uv_texcoord;// *_BumpMap_ST.xy + _BumpMap_ST.zw;
|
||||
o.Normal = UnpackScaleNormal( tex2D( _BumpMap,uv_BumpMap) ,_BumpStrength );
|
||||
float2 uv_MainTex = i.uv_texcoord;// *_MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float4 tex2DNode1 = tex2D( _MainTex,uv_MainTex);
|
||||
half4 emiss = tex2D(_Emission,uv_MainTex) * _EmissionColor;
|
||||
o.Albedo = tex2DNode1.xyz;
|
||||
float2 uv_MetallicGlossMap = i.uv_texcoord;// *_MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
|
||||
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