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// Put together with Amplify's help.
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Shader "Silent/Subsurface Scattering"
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{
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Properties
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{
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[Header(Standard)]
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex("Albedo", 2D) = "white" {}
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[NoScaleOffset][Normal]_BumpMap("Normal Map", 2D) = "bump" {}
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_BumpScale ("Normal Scale", Float) = 1
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[NoScaleOffset]_MetallicGlossMap("Metallic", 2D) = "black" {}
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_GlossMapScale("Smoothness", Range(0, 1)) = 1.0
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[ToggleUI]_SmoothnessFromAlbedo("Smoothness stored in Albedo alpha", Float) = 0.0
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[NoScaleOffset]_OcclusionMap("Occlusion", 2D) = "white" {}
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_OcclusionStrength("Occlusion Strength", Range(0, 1)) = 1.0
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[Enum(UV1, 0, UV2, 1)] _OcclusionUVSource("Occlusion UV Source", Float) = 0
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_EmissionMap("Emission", 2D) = "black" {}
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[HDR]_EmissionColor ("Emission Color", Color) = (1,1,1,1)
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[Header(Detail)]
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[NoScaleOffset]_OverlayMap("Overlay", 2D) = "black" {}
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_OverlayColor ("Overlay Color", Color) = (1,1,1,1)
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[NoScaleOffset]_DetailMask("Detail Mask", 2D) = "white" {}
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[Normal]_DetailBumpMap("Detail Normal Map", 2D) = "bump" {}
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_DetailMetallicGlossMap("Detail Metallic", 2D) = "white" {}
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_DetailBumpMapScale ("Detail Scale", Float) = 1
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[Enum(UV1, 0, UV2, 1)] _SecondUVSource("Secondary UV Source", Float) = 0
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[Header(Transmission)]
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[NoScaleOffset]_ThicknessMap("Thickness Map", 2D) = "black" {}
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[ToggleUI]_ThicknessMapInvert("Invert Thickness", Float) = 0.0
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_ThicknessMapPower ("Thickness Map Power", Range(0.01, 10)) = 1
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[Enum(UV1, 0, UV2, 1)] _ThicknessUVSource("Thickness UV Source", Float) = 0
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[ToggleUI]_ScatteringByAlbedo("Tint Scattering with Albedo", Float) = 0.0
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_SSSCol ("Scattering Color", Color) = (1,1,1,1)
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_SSSIntensity ("Scattering Intensity", Range(0, 10)) = 1
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_SSSPow ("Scattering Power", Range(0.01, 10)) = 1
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_SSSDist ("Scattering Distance", Range(0, 10)) = 1
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_SSSAmbient ("Scattering Ambient Intensity", Range(0, 0.5)) = 0
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_SSSShadow ("Scattering Shadow Power", Range(0, 1)) = 1
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[Header(Skin)]
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[Toggle(_METALLICGLOSSMAP)]_UseSkinScattering("Use Skin Scattering", Float) = 0.0
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[NoScaleOffset]_BRDFTex("Skin BRDF LUT", 2D) = "white" {}
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[Header(Wrapped Diffuse)]
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_WrappingFactor("Wrapping Factor", Range(0.001, 1)) = 0.01
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[Gamma]_WrappingPowerFactor("Wrapping Power Factor", Float) = 1
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[Header(System)]
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[Enum(UnityEngine.Rendering.CullMode)] _CullMode("Cull Mode", Float) = 2
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[Toggle(_ALPHATEST_ON)] _UseCutout("Alpha Test Cutout", Float) = 0
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[Toggle(_ALPHABLEND_ON)] _UseAlphaToMask("Alpha To Coverage Transparency", Float) = 0
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_Cutout("Cutout", Range(0, 1)) = 0.5
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[ToggleOff(_SPECULARHIGHLIGHTS_OFF)]_SpecularHighlights ("Specular Highlights", Float) = 1.0
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[ToggleOff(_GLOSSYREFLECTIONS_OFF)]_GlossyReflections ("Glossy Reflections", Float) = 1.0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] _texcoord2( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" }
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Cull[_CullMode]
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AlphaToMask [_UseAlphaToMask]
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CGINCLUDE
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#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature _GLOSSYREFLECTIONS_OFF
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#pragma shader_feature _ALPHATEST_ON
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// Reuse Standard keywords for features to avoid reaching limit
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// This one is for scattering.
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#pragma shader_feature _METALLICGLOSSMAP
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#define SSS_METALLIC
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#include "SSS_Standard.cginc"
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ENDCG
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CGPROGRAM
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#pragma surface surf StandardCustomLighting keepalpha fullforwardshadows
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#pragma target 3.0
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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AlphaToMask Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma shader_feature _ _ALPHATEST_ON
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "SSS_Shadow.cginc"
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ENDCG
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}
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}
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Fallback "Standard"
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}
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