Shader "UBER - Specular Setup/Tessellation/ 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] _RainIntensityFromGlobal ("Rain Intensity controlled globally (multiplied)", 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 [HideInInspector] _ShadowCull ("__shadowcull", Float) = 2 [Foldout] _MainShown ("", Float) = 1 [Foldout] _SecondaryShown ("", Float) = 1 [Foldout] _PresetsShown ("", Float) = 0 _Occlusion_from_albedo_alpha ("", Float) = 0 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 "UBER - Specular Setup/ Triplanar Selective" //CustomEditor "UBER_StandardShaderGUI" }