FiE-Game/Assets/Shader/UBER - Specular Setup_ Triplanar Selective.shader

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Shader "UBER - Specular Setup/ Triplanar Selective" {
Properties {
[HDR] _Color ("Color", Vector) = (1,1,1,1)
[HDR] _Color2 ("Color2", Vector) = (1,1,1,1)
_MainTex ("Albedo", 2D) = "white" {}
_MainTex2 ("Albedo2", 2D) = "white" {}
[Enum(Hide Layers A and B,0, Show Layer A,1, Show Layer B,2, Show all decals,3)] _DecalMaskGUI ("Decal mask (GUI)", Float) = 3
_DecalMask ("Decal Mask", Float) = 1
[NoKeywordToggle] _Pierceable ("Pierceable", Float) = 0
_Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
_CutoffEdgeGlow ("Edge glow", Vector) = (0,0,0,0.02)
_Glossiness ("Smoothness", Range(0, 1)) = 1
_Glossiness2 ("Smoothness2", Range(0, 1)) = 1
_SpecColor ("Specular", Vector) = (1,1,1,1)
_SpecColor2 ("Specular2", Vector) = (1,1,1,1)
_SpecGlossMap ("Specular", 2D) = "white" {}
_SpecGlossMap2 ("Specular2", 2D) = "white" {}
_BumpScale ("Scale", Float) = 1
_BumpScale2 ("Scale2", Float) = 1
_BumpMap ("Normal Map", 2D) = "bump" {}
_BumpMap2 ("Normal Map2", 2D) = "bump" {}
_Parallax ("Height Scale", Range(0, 0.2)) = 0.04
_Parallax2 ("Height Scale2", Range(0, 0.2)) = 0.04
_ParallaxMap ("Height Map", 2D) = "black" {}
_ParallaxMap2 ("Height Map2", 2D) = "black" {}
_OcclusionStrength ("Strength", Range(0, 1)) = 0
_OcclusionStrength2 ("Strength2", Range(0, 1)) = 0
_SecOcclusionStrength ("Strength (secondary)", Range(0, 1)) = 0
_OcclusionMap ("Occlusion", 2D) = "white" {}
_EmissionColor ("Color", Vector) = (0,0,0,1)
_EmissionMap ("Emission", 2D) = "white" {}
_DetailMask ("Detail Mask", 2D) = "white" {}
_DetailAlbedoMap ("Detail Albedo x2", 2D) = "grey" {}
_DetailNormalMapScale ("Scale", Float) = 1
_DetailNormalMap ("Normal Map", 2D) = "bump" {}
[Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
[Enum(UV0,0,UV1,1)] _UVSecOcclusion ("UV Set for occlusion", Float) = 0
[NoKeywordToggle] _UVSecOcclusionLightmapPacked ("2ndary occlusion from UV1 - apply lightmap transform", Float) = 0
[HideInInspector] _Mode ("__mode", Float) = 0
[HideInInspector] _SrcBlend ("__src", Float) = 1
[HideInInspector] _DstBlend ("__dst", Float) = 0
[HideInInspector] _ZWrite ("__zw", Float) = 1
_DiffuseScatter ("Diffuse Scatter", Float) = 1
_DiffuseScatteringColor ("Diffuse scattering", Vector) = (0,0,0,0)
_DiffuseScatteringColor2 ("Diffuse scattering2", Vector) = (0,0,0,0)
_DiffuseScatteringExponent ("Diffuse scattering exponent", Range(2, 20)) = 8
_DiffuseScatteringOffset ("Diffuse scattering offset", Range(-0.5, 0.5)) = 0
_GlossMin ("Gloss Min", Range(0, 1)) = 0
_GlossMax ("Gloss Max", Range(0, 1)) = 1
_BendNormalsFreq ("Bend normals frequency", Float) = 4
_BendNormalsStrength ("Bend normals strangth", Range(0, 0.2)) = 0.05
_DetailUVMult ("Detail mask tiling mult", Float) = 1
_DetailNormalLerp ("Detail normalmap override", Range(0, 1)) = 0
_DetailColor ("Tint (RGB+A - opacity)", Vector) = (1,1,1,1)
_DetailEmissiveness ("Detail emissiveness", Range(0, 1)) = 0
_SpecularRGBGlossADetail ("Specular(RGB) Gloss(A)", 2D) = "white" {}
_DetailSpecLerp ("Spec/Gloss override", Range(0, 1)) = 1
_DetailSpecGloss ("Spec/gloss Tint (RGB,A)", Vector) = (1,1,1,1)
_MetallicGlossMapDetail ("Metallic(R) Gloss(A)", 2D) = "white" {}
_DetailMetalness ("Detail metallic", Range(0, 1)) = 1
_DetailGloss ("Detail smoothness", Range(0, 1)) = 1
[NoKeywordToggle] _PanEmissionMask ("Pan Emission Mask", Float) = 0
_PanUSpeed (" Pan U Speed", Float) = 0
_PanVSpeed (" Pan V Speed", Float) = 0
[NoKeywordToggle] _PulsateEmission ("Pulsate Emission", Float) = 0
_EmissionPulsateSpeed (" Emission Pulsate Frequency", Float) = 0
_MinPulseBrightness (" Min Pulse Brightness", Range(0, 1)) = 0
[NoKeywordToggle] _Translucency ("Translucency", Float) = 0
[Foldout] _TranslucencyShown ("", Float) = 1
_TranslucencyColor ("Translucency color", Vector) = (1,1,1,1)
_TranslucencyColor2 ("Translucency color2", Vector) = (1,1,1,1)
_TranslucencyStrength ("Translucency strength", Float) = 4
_TranslucencyPointLightDirectionality ("Point lights directionality", Range(0, 1)) = 0.7
_TranslucencyConstant ("Translucency constant", Range(0, 0.5)) = 0.1
_TranslucencyNormalOffset ("Translucency normal offset", Range(0, 0.3)) = 0.05
_TranslucencyExponent ("Translucency exponent", Range(2, 100)) = 30
_TranslucencyOcclusion ("Translucency occlusion", Range(0, 1)) = 0
_TranslucencySuppressRealtimeShadows ("Translucency shadows suppression", Range(0, 20)) = 0.5
_TranslucencyNDotL ("Translucency NdotL", Range(0, 1)) = 0
[Enum(Translucency Setup 1, 0, Translucency Setup 2, 1, Translucency Setup 3, 2, Translucency Setup 4, 3)] _TranslucencyDeferredLightIndex ("Translucency deferred light index", Float) = 0
[NoKeywordToggle] _POM ("POM", Float) = 0
[Foldout] _POMShown ("", Float) = 1
[NoKeywordToggle] _DepthWrite ("Zwrite", Float) = 0
_Depth ("Depth", Range(0.001, 2)) = 0.1
_DistSteps ("Max relief steps", Float) = 64
_ReliefMIPbias ("Relief MIP offset", Range(0, 2)) = 0
_ObjectNormalsTex ("Object normals tex", 2D) = "grey" {}
_ObjectTangentsTex ("Object tangents tex", 2D) = "grey" {}
_CurvatureMultOffset ("Curvature", Vector) = (1,1,0,0)
_Tan2ObjectMultOffset ("Tex2Object", Vector) = (1,1,0,0)
_UV_Clip_Borders ("UV clip borders", Vector) = (0,0,1,1)
_POM_BottomCut ("Bottom cut value", Range(0, 1)) = 0
[NoKeywordToggle] _POM_MeshIsVolume ("Depth per vertex", Float) = 0
[NoKeywordToggle] _POM_ExtrudeVolume ("Extruded mesh", Float) = 0
[NoKeywordToggle] _POMPrecomputedFlag ("POM precomputed", Float) = 0
[Enum(Basic,0,Mapped,1)] _POMCurvatureType ("Type of curvature mapping", Float) = 0
_DepthReductionDistance ("Depth reduction distance", Range(1, 100)) = 20
_CurvatureCustomU ("Curvature custom U", Float) = 0
_CurvatureCustomV ("Curvature custom V", Float) = 0
_CurvatureMultU ("Curvature mult U", Float) = 1
_CurvatureMultV ("Curvature mult V", Float) = 1
_Tan2ObjCustomU ("Tex U to Object space", Float) = 1
_Tan2ObjCustomV ("Tex V to Object space", Float) = 1
_Tan2ObjMultU ("Tex U to Object space mult", Float) = 1
_Tan2ObjMultV ("Tex V to Object space mult", Float) = 1
[NoKeywordToggle] _UV_Clip ("UV Clip", Float) = 0
[NoKeywordToggle] _POMShadows ("Self-shadowing", Float) = 0
_ShadowStrength (" Self-shadow strength", Range(0, 1)) = 1
_DistStepsShadows (" Max shadow steps", Float) = 64
_ShadowMIPbias (" Shadow MIP offset", Range(0, 2)) = 0
_Softness (" Softness", Range(6, 0)) = 2
_SoftnessFade (" Softness fade", Range(0.2, 1.5)) = 0.4
_Refraction ("Refration", Range(0, 0.5)) = 0.02
_RefractionBumpScale ("Refraction bump scale", Range(0, 2)) = 0.5
_RefractionChromaticAberration ("Chromatic Aberration", Range(0, 0.1)) = 0
[NoKeywordToggle] _Wetness ("Wetness", Float) = 0
[Foldout] _WetnessShown ("", Float) = 1
_WetnessLevel ("Level (Height Map dependent)", Range(0, 1.25)) = 1
_WetnessConst ("Const (Height Map independent)", Range(0, 1)) = 0
_WetnessColor ("Wetness Color (RGB Tint, A Opacity)", Vector) = (0,0,0,0)
_WetnessDarkening ("Wetness darkening", Range(0, 8)) = 2
_WetnessSpecGloss ("Wetness Specular (RGB) Gloss (A)", Vector) = (0.05,0.05,0.05,0.7)
_WetnessEmissiveness ("Wetness emissiveness", Range(0, 20)) = 0
_WetnessNormalInfluence ("Wetness normal override", Range(0, 1)) = 0.5
_WetnessUVMult ("Wetness - Detail mask tiling", Float) = 1
_RippleMap ("Ripple Map", 2D) = "bump" {}
[NoKeywordToggle] _WetRipples ("Ripples (vertex color B)", Float) = 0
_RippleMapWet ("Ripple Map wet (UI)", 2D) = "bump" {}
_RippleStrength ("Strength", Range(0.01, 2)) = 0.5
_RippleTiling ("Tiling", Float) = 1
_RippleSpecFilter ("Spec filtering", Float) = 0.02
_RippleAnimSpeed ("Anim speed", Float) = 0.5
_FlowCycleScale ("Cycle scale", Float) = 2
_RippleRefraction ("Refraction", Range(0, 2)) = 0.3
_WetnessNormMIP ("Flow normal MIP level", Range(1, 8)) = 5
_WetnessNormStrength ("Flow normal strength", Range(0, 4)) = 2
[NoKeywordToggle] _WetnessEmissivenessWrap ("Emissiveness normal wrap", Float) = 0
[NoKeywordToggle] _WetnessLevelFromGlobal ("Water level controlled globally", Float) = 0
[NoKeywordToggle] _WetnessConstFromGlobal ("Water const controlled globally", Float) = 0
[NoKeywordToggle] _WetnessFlowGlobalTime ("Water flow global time", Float) = 1
[NoKeywordToggle] _WetnessMergeWithSnowPerMaterial ("Water level from snow level (per material)", Float) = 0
[NoKeywordToggle] _RippleStrengthFromGlobal ("Flow ripple normal strength controlled globally", Float) = 0
[NoKeywordToggle] _WetDroplets ("Droplets (vertex color B)", Float) = 0
_DropletsMap ("Droplets Map", 2D) = "bump" {}
_RainIntensity ("Rain Intensity", Range(0, 1)) = 1
_DropletsTiling ("Tiling", Float) = 1
_DropletsAnimSpeed ("Anim speed", Float) = 10
[NoKeywordToggle] _RainIntensityFromGlobal ("Rain Intensity controlled globally (multiplied)", Float) = 0
_TessDepth ("Depth", Float) = 0.05
_TessOffset ("Offset", Range(0, 1)) = 0.1
_Tess ("Tessellation", Range(1, 60)) = 9
_TessEdgeLengthLimit ("Tessellation edge limit", Range(2, 50)) = 5
minDist ("Min camera disance", Float) = 1
maxDist ("Max camera disance", Float) = 10
_Phong ("Phong", Range(0, 1)) = 0
[NoKeywordToggle] _Snow ("Snow", Float) = 0
[Foldout] _SnowShown ("", Float) = 1
_RippleMapSnow ("Ripple Map snow (UI)", 2D) = "bump" {}
_SnowColorAndCoverage ("Color (RGB Tint, A Level)", Vector) = (1,1,1,1)
_Frost ("Frost", Range(0, 1)) = 0
_SnowSpecGloss ("Specular (RGB) Gloss (A)", Vector) = (0.1,0.1,0.1,0.15)
_SnowSlopeDamp ("Slope damp", Range(0, 6)) = 2
_SnowDiffuseScatteringColor ("Diffuse scattering", Vector) = (1,1,1,0)
_SnowDiffuseScatteringExponent ("Diffuse scattering exponent", Range(2, 20)) = 6
_SnowDiffuseScatteringOffset ("Diffuse scattering offset", Range(-0.5, 0.5)) = 0.4
_SnowDeepSmoothen ("Deep smoothen", Range(0, 8)) = 4
_SparkleMapSnow ("Snow detail (UI)", 2D) = "black" {}
_SnowEmissionTransparency ("Snow emission transparency", Vector) = (0.1,0.1,0.1,1)
_SnowMicroTiling ("Micro tiling", Float) = 4
_SnowBumpMicro (" Bumps micro", Range(0.001, 0.2)) = 0.08
_SnowMacroTiling ("Macro tiling", Float) = 1
_SnowBumpMacro (" Bumps macro", Range(0.001, 0.5)) = 0.1
[NoKeywordToggle] _SnowWorldMapping ("Snow World mapping", Float) = 0
_SnowDissolve ("Dissolve", Range(0, 4)) = 2
_SnowDissolveMaskOcclusion ("Dissolve mask occlusion", Range(0, 1)) = 0
_SnowTranslucencyColor ("Translucency color", Vector) = (0.75,1,1,1)
_SnowGlitterColor ("Glitter Color", Vector) = (0.8,0.8,0.8,0.2)
_SnowHeightThreshold ("Height threshold", Float) = -10000
_SnowHeightThresholdTransition ("Height threshold transition", Range(10, 4000)) = 1000
[NoKeywordToggle] _SnowLevelFromGlobal ("Snow level controlled globally", Float) = 0
[NoKeywordToggle] _FrostFromGlobal ("Frost controlled globally", Float) = 0
[NoKeywordToggle] _SnowBumpMicroFromGlobal ("Snow bumps micro controlled globally", Float) = 0
[NoKeywordToggle] _SnowDissolveFromGlobal ("Snow dissolve controlled globally", Float) = 0
[NoKeywordToggle] _SnowSpecGlossFromGlobal ("Snow spec/gloss controlled globally", Float) = 0
[NoKeywordToggle] _SnowGlitterColorFromGlobal ("Snow glitter color controlled globally", Float) = 0
[NoKeywordToggle] _Glitter ("Glitter", Float) = 0
[Foldout] _GlitterShown ("", Float) = 1
_SparkleMap ("Sparkle & snow detail", 2D) = "black" {}
_SparkleMapGlitter ("Glitter map (UI)", 2D) = "black" {}
_GlitterColor ("Glitter Color", Vector) = (0.8,0.8,0.8,0.2)
_GlitterColor2 ("Glitter Color2", Vector) = (0.8,0.8,0.8,0.2)
_GlitterColorization ("Random colorization", Range(0, 1)) = 0.2
_GlitterDensity ("Density", Range(0, 1)) = 0.2
_GlitterTiling ("Tiling", Float) = 1
_GlitterAnimationFrequency ("Animation frequency", Float) = 0.02
_GlitterFilter ("Filtering", Range(-4, 4)) = -1
_GlitterMask ("Masking", Range(0, 1)) = 0
[Foldout] _TriplanarShown ("", Float) = 1
_MainTexAverageColor ("Albdeo texture average color", Vector) = (0.5,0.5,0.5,0)
_MainTex2AverageColor ("Albdeo 2 texture average color", Vector) = (0.5,0.5,0.5,0)
_TriplanarBlendSharpness ("Blend sharpness", Range(1, 100)) = 10
_TriplanarNormalBlendSharpness ("Blend sharpness normal", Range(0, 1)) = 0
_TriplanarHeightmapBlendingValue ("Heightmap blending value", Range(0, 1)) = 0.3
_TriplanarBlendAmbientOcclusion ("Ambient occlusion", Range(0, 1)) = 0.5
[NoKeywordToggle] _TriplanarWorldMapping ("World mapping", Float) = 0
[Foldout] _MainShown ("", Float) = 1
[Foldout] _SecondaryShown ("", Float) = 1
[Foldout] _PresetsShown ("", Float) = 0
_Occlusion_from_albedo_alpha ("", Float) = 0
[HideInInspector] _ShadowCull ("__shadowcull", Float) = 2
heightMapTexelSize ("heightMap TexelSize fix for substance", Vector) = (1,1,1,1)
bumpMapTexelSize ("bumpMap TexelSize fix for substance", Vector) = (1,1,1,1)
bumpMap2TexelSize ("bumpMap2 TexelSize fix for substance", Vector) = (1,1,1,1)
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0
sampler2D _MainTex;
fixed4 _Color;
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Standard (Specular setup)"
//CustomEditor "UBER_StandardShaderGUI"
}