Shader "Better Lit/Lit" { Properties { [HideInInspector] _NoiseTex ("Noise Texture", 2D) = "black" {} [HideInInspector] _Version ("Version", Float) = 0 [HideInInspector] _TerrainHeightProvided ("Terrain Height Provided to shader", Float) = 0 [HideInInspector] _TerrainAlbedoProvided ("Blend with Albedo Shader", Float) = 0 [HideInInspector] _TerrainHeightC ("Terrain", 2D) = "black" {} [HideInInspector] _TerrainHeightL ("TerrainL", 2D) = "black" {} [HideInInspector] _TerrainHeightR ("TerrainR", 2D) = "black" {} [HideInInspector] _TerrainHeightU ("TerrainU", 2D) = "black" {} [HideInInspector] _TerrainHeightUL ("TerrainUL", 2D) = "black" {} [HideInInspector] _TerrainHeightUR ("TerrainUR", 2D) = "black" {} [HideInInspector] _TerrainHeightB ("TerrainB", 2D) = "black" {} [HideInInspector] _TerrainHeightBL ("TerrainBL", 2D) = "black" {} [HideInInspector] _TerrainHeightBR ("TerrainBR", 2D) = "black" {} [HideInInspector] _TerrainSize ("Terrain Size", Vector) = (0,0,0,0) [HideInInspector] _TerrainPosition ("Terrain Position", Vector) = (0,0,0,0) _TerrainYOffset ("Y Offset", Float) = 0 _TerrainBlendHeight ("Terrain Blend Height", Float) = 0.2 [HideInInspector] _TerrainAlbedoC ("Terrain", 2D) = "black" {} [HideInInspector] _TerrainAlbedoL ("TerrainL", 2D) = "black" {} [HideInInspector] _TerrainAlbedoR ("TerrainR", 2D) = "black" {} [HideInInspector] _TerrainAlbedoU ("TerrainU", 2D) = "black" {} [HideInInspector] _TerrainAlbedoUL ("TerrainUL", 2D) = "black" {} [HideInInspector] _TerrainAlbedoUR ("TerrainUR", 2D) = "black" {} [HideInInspector] _TerrainAlbedoB ("TerrainB", 2D) = "black" {} [HideInInspector] _TerrainAlbedoBL ("TerrainBL", 2D) = "black" {} [HideInInspector] _TerrainAlbedoBR ("TerrainBR", 2D) = "black" {} _InitialBend ("Wind Initial Bend", Float) = 1 _Stiffness ("Wind Stiffness", Float) = 1 _Drag ("Wind Drag", Float) = 1 _ShiverDrag ("Wind Shiver Drag", Float) = 0.05 _WindNormalInfluence ("Wind Normal Influence", Float) = 0 [HideInInspector] _MainTex ("Unity Standard Shader Hack Property", 2D) = "white" {} [HideInInspector] _BaseColor ("Unity HDRP/URP Shader Hack Property", Vector) = (1,1,1,1) [HideInInspector] _BumpMap ("Unity Standard Shader Hack Property", 2D) = "bump" {} [HideInInspector] _IsConverted ("Have we done one time conversion yet?", Float) = 0 _TriplanarSpace ("Triplanar Space", Float) = 0 _TriplanarContrast ("Triplanar Contrast", Range(1, 10)) = 4 _TriplanarBaryBlend ("Triplanar Bary Blend", Range(0, 1)) = 0.9 _UVSource ("UV Source", Float) = 0 [MainTex] _AlbedoMap ("Albedo/Height", 2D) = "white" {} _AlbedoMap_P1 ("Albedo/Height", 2D) = "white" {} _AlbedoMap_P2 ("Albedo/Height", 2D) = "white" {} _Tint ("Tint", Vector) = (1,1,1,1) _AlbedoBrightness ("Brightness", Range(-1, 1)) = 0 _AlbedoContrast ("Contrast", Range(0, 2)) = 1 _AlbedoHue ("Hue", Range(-1, 1)) = 0 _AlbedoSaturation ("Saturation", Range(0, 2)) = 1 _AlphaThreshold ("Alpha Threshold", Range(0, 1)) = 0 _Cutoff ("Unity Lightmapper sucks", Range(0, 1)) = 0 _NormalMap ("Normal", 2D) = "bump" {} _NormalMap_P1 ("Normal", 2D) = "bump" {} _NormalMap_P2 ("Normal", 2D) = "bump" {} _NormalStrength ("Normal Strength", Range(0, 2)) = 1 _MaskMap ("Mask Map", 2D) = "black" {} _MaskMap_P1 ("Mask Map", 2D) = "black" {} _MaskMap_P2 ("Mask Map", 2D) = "black" {} _Smoothness ("Smoothness", Range(0, 1)) = 0 _Metallic ("Metallic", Range(0, 1)) = 0 _SpecularMap ("Specular Map", 2D) = "black" {} _SpecularMap_P1 ("Specular Map", 2D) = "black" {} _SpecularMap_P2 ("Specular Map", 2D) = "black" {} _SpecularTint ("Specular Tint", Vector) = (1,1,1,1) _EmissionMap ("Emission Map", 2D) = "white" {} _EmissionMap_P1 ("Emission Map", 2D) = "white" {} _EmissionMap_P2 ("Emission Map", 2D) = "white" {} _EmissionColor ("Emission Strength", Vector) = (0,0,0,0) _EmissionMultiplier ("Emission Multiplier", Float) = 1 _CheapSSSTexture ("SSS Map", 2D) = "black" {} _CheapSSSTexture_P1 ("SSS Map", 2D) = "black" {} _CheapSSSTexture_P2 ("Emission Map", 2D) = "black" {} _ClearCoatMap ("Clear Coat Map", 2D) = "white" {} _ClearCoatMap_P1 ("Clear Coat Map", 2D) = "white" {} _ClearCoatMap_P2 ("Clear Coat Map", 2D) = "white" {} _ClearCoatMask ("Clear Coat Mask", Range(0, 1)) = 0 _ClearCoatSmoothness ("Clear Coat Smoothness", Range(0, 1)) = 1 _SmoothnessRemap ("Smoothness Remap", Vector) = (0,1,0,0) _AORemap ("AO Remap", Vector) = (0,1,0,0) _MetallicRemap ("Metallic Remap", Vector) = (0,1,0,0) _HeightRemap ("Height Remap", Vector) = (0,1,0,0) _DetailUVSource ("Detail UV Source", Float) = 0 _DetailMap ("Detail Map", 2D) = "white" {} _DetailMap_P1 ("Detail Map", 2D) = "white" {} _DetailMap_P2 ("Detail Map", 2D) = "white" {} _DetailAlbedoStrength ("Detail Albedo Strength", Range(0, 2)) = 1 _DetailNormalStrength ("Detail Normal Strength", Range(0, 2)) = 1 _DetailSmoothnessStrength ("Detail Smoothness Strength", Range(0, 2)) = 1 _DetailTriplanarSpace ("Triplanar Space", Float) = 0 _DetailTriplanarContrast ("Triplanar Contrast", Range(1, 10)) = 4 _DetailTriplanarBaryBlend ("Triplanar Bary Blend", Range(0, 1)) = 0.9 _DetailStochasticContrast ("Stochastic Contrast", Range(0.01, 0.999)) = 0.7 _DetailStochasticScale ("Stochastic Contrast", Range(0.2, 1.5)) = 0.5 _FlatShadingBlend ("Flat Shading Blend", Range(0, 4)) = 1 _StochasticContrast ("Stochastic Contrast", Range(0.01, 0.999)) = 0.7 _StochasticScale ("Stochastic Contrast", Range(0.2, 1.5)) = 0.5 _ParallaxHeight ("Parallax Height", Range(0, 0.25)) = 0 _MicroShadowStrength ("Micro Shadow Strength", Range(0, 2)) = 0 _FuzzyShadingColor ("Fuzzy Shading Color", Vector) = (1,1,1,1) _FuzzyShadingParams ("Fuzzy Shading Params", Vector) = (0.3,1,1.5,1) _POMMaxSamples ("POM Max Samples", Range(4, 32)) = 8 _POMMin ("POM Min Distance", Float) = 25 _POMFade ("Pom Fade Range", Float) = 25 _FresnelColor ("Fresnel Color", Vector) = (0,0,0,0) _FresnelBSP ("Fresnel Bias Scale Power", Vector) = (0,9,3,0) _SparkleNoise ("Sparkle Noise", 2D) = "black" {} _SparkleTCI ("Sparkle Tiling/Cutoff/Intensity/Emission", Vector) = (1,0.7,1,0) _TextureRotation ("Rotation", Vector) = (0,0,0,0) _DetailTextureRotation ("Rotation", Vector) = (0,0,0,0) _CheapSSSTint ("Tint", Vector) = (1,1,1,1) _CheapSSSThickness ("Thickness", Float) = 0 _CheapSSSDistortion ("Distortion", Float) = 1 _CheapSSSPower ("Power", Float) = 2 _CheapSSSScale ("Scale", Float) = 1 [Toggle(_EFFECTORENABLED)] _EnableEffectorSystem ("Enable Effector", Float) = 0 _TintMask ("Tint Mask", 2D) = "white" {} _RColor ("R Color", Vector) = (0.5,0.5,0.5,1) _GColor ("G Color", Vector) = (0.5,0.5,0.5,1) _BColor ("B Color", Vector) = (0.5,0.5,0.5,1) _AColor ("A Color", Vector) = (0.5,0.5,0.5,1) _LayerTextureMask ("Layer Texture Mask", 2D) = "white" {} _LayerTextureMaskUVMode ("Layer Texture Mask UV Mode", Float) = 0 _LayerTextureMaskCurveWeights ("Curve Weights", Vector) = (0.5,0.5,0.5,0.5) _LayerUVSource ("Detail UV Source", Float) = 0 [Enum(Multiply2X, 0, AlphaBlend, 1, HeightBlend, 2)] _LayerBlendMode ("Layer Blend Mode", Float) = 0 _LayerStrength ("Layer Strength", Range(0, 2)) = 1 _LayerAlbedoStrength ("Detail Albedo Strength", Range(0, 2)) = 1 _LayerNormalStrength ("Detail Normal Strength", Range(0, 2)) = 1 _LayerSmoothnessRemap ("Smoothness Remap", Vector) = (0,1,0,0) _LayerAORemap ("Occlusion Remap", Vector) = (0,1,0,0) _LayerMetallicRemap ("Metallic Remap", Vector) = (0,1,0,0) _LayerSmoothness ("Smoothness", Range(0, 1)) = 0 _LayerSmoothnessStrength ("Smoothness Strength", Range(0, 1)) = 1 _LayerHeightRemap ("Height Remap", Vector) = (0,1,0,0) _LayerHeightContrast ("Height Contrast", Range(0.01, 0.99)) = 0.5 _LayerMetallic ("Metallic", Range(0, 1)) = 0 _LayerScale ("Detail UV Scale", Float) = 3 _LayerTriplanarSpace ("Triplanar Space", Float) = 0 _LayerTriplanarContrast ("Triplanar Contrast", Range(1, 10)) = 4 _LayerTriplanarBaryBlend ("Triplanar Bary Blend", Range(0, 1)) = 0.9 _LayerAlbedoMap ("Albedo/Height", 2D) = "white" {} _LayerAlbedoMap_P1 ("Albedo/Height", 2D) = "white" {} _LayerAlbedoMap_P2 ("Albedo/Height", 2D) = "white" {} _LayerNormalMap ("Normal", 2D) = "bump" {} _LayerNormalMap_P1 ("Normal", 2D) = "bump" {} _LayerNormalMap_P2 ("Normal", 2D) = "bump" {} _LayerMaskMap ("Mask Map", 2D) = "black" {} _LayerMaskMap_P1 ("Mask Map", 2D) = "black" {} _LayerMaskMap_P2 ("Mask Map", 2D) = "black" {} _LayerSpecularMap ("Specular Map", 2D) = "black" {} _LayerSpecularMap_P1 ("Specular Map", 2D) = "black" {} _LayerSpecularMap_P2 ("Specular Map", 2D) = "black" {} _LayerSpecularTint ("Specular Tint", Vector) = (1,1,1,1) _LayerNoiseTex ("Noise Texture", 2D) = "black" {} _LayerNoiseFrequency ("Noise Frequency", Float) = 1 _LayerNoiseAmplitude ("Noise Amplitude", Range(0, 10)) = 0.5 _LayerNoiseOffset ("Noise Offset", Float) = 0 _LayerNoiseCenter ("Noise Center", Range(-5, 5)) = 0 _LayerStochasticContrast ("Stochastic Contrast", Range(0.01, 0.999)) = 0.7 _LayerStochasticScale ("Stochastic Scale", Range(0.2, 1.5)) = 0.5 _LayerBlendTint ("Layer Blend Tint", Vector) = (1,1,1,1) _LayerBlendContrast ("Layer Blend Contrast", Range(0.5, 8)) = 2 _LayerTint ("Layer Tint", Vector) = (1,1,1,1) _LayerAlbedoBrightness ("Layer Brightness", Range(-1, 1)) = 0 _LayerAlbedoContrast ("Layer Contrast", Range(0, 2)) = 1 _LayerAlbedoHue ("Layer Hue", Range(-1, 1)) = 0 _LayerAlbedoSaturation ("Layer Saturation", Range(0, 2)) = 1 _LayerEmissionMap ("Layer Emission Map", 2D) = "white" {} _LayerEmissionMap_P1 ("Layer Emission Map", 2D) = "white" {} _LayerEmissionMap_P2 ("Layer Emission Map", 2D) = "white" {} _LayerEmissionColor ("Layer Emission Color", Vector) = (0,0,0,0) _LayerEmissionMultiplier ("Layer Emission Multiplier", Float) = 1 _LayerAngleMin ("Angle Minimum", Range(0, 1)) = 0.1 _LayerAngleVector ("Angle Vector", Vector) = (0,1,0,0) _LayerVertexNormalBlend ("Vertex->Normal Filter", Range(0, 1)) = 0.8 _LayerHeight ("Height Filter", Range(0, 1)) = 0 [Enum(Top,0,Bottom,1)] _LayerInvertHeight ("Layer on", Float) = 0 _LayerFalloff ("Angle Falloff Contrast", Range(2, 40)) = 8 _LayerTessStrength ("Displacement Strength", Range(0, 1)) = 1 _LayerWeightOverDistance ("Weight Over Distance", Vector) = (1,1,1,1) _LayerMicroShadowStrength ("Micro Shadow Strength", Range(0, 2)) = 0 _LayerFuzzyShadingColor ("Fuzzy Shading Color", Vector) = (1,1,1,1) _LayerFuzzyShadingParams ("Fuzzy Shading Params", Vector) = (0.3,1,1.5,1) [Toggle(_LAYEREFFECTOR)] _LayerUseEffector ("Use Effector", Float) = 0 [MaterialToggle] _LayerEffectorInvert ("Invert", Float) = 0 _LayerFresnelColor ("Fresnel Color", Vector) = (0,0,0,0) _LayerFresnelBSP ("Fresnel Bias Scale Power", Vector) = (0,9,3,0) _LayerSparkleNoise ("Sparkle Noise", 2D) = "black" {} _LayerSparkleTCI ("Sparkle Tiling/Cutoff/Intensity/Emission", Vector) = (1,0.7,1,0) _LayerTextureRotation ("Rotation", Vector) = (0,0,0,0) _LayerClearCoatMap ("Clear Coat Map", 2D) = "white" {} _LayerClearCoatMap_P1 ("Clear Coat Map", 2D) = "white" {} _LayerClearCoatMap_P2 ("Clear Coat Map", 2D) = "white" {} _LayerClearCoatMask ("Clear Coat Mask", Range(0, 1)) = 0 _LayerClearCoatSmoothness ("Clear Coat Smoothness", Range(0, 1)) = 1 _LayerCheapSSSTexture ("SSS Map", 2D) = "white" {} _LayerCheapSSSTexture_P1 ("SSS Map", 2D) = "white" {} _LayerCheapSSSTexture_P2 ("SSS Map", 2D) = "white" {} _LayerCheapSSSTint ("SSS Tint", Vector) = (1,1,1,1) _LayerCheapSSSThickness ("SSS Thickness", Float) = 0 _LayerUVSource_Ext_1 ("Detail UV Source", Float) = 0 [Enum(Multiply2X, 0, AlphaBlend, 1, HeightBlend, 2)] _LayerBlendMode_Ext_1 ("Layer Blend Mode", Float) = 0 _LayerStrength_Ext_1 ("Layer Strength", Range(0, 2)) = 1 _LayerAlbedoStrength_Ext_1 ("Detail Albedo Strength", Range(0, 2)) = 1 _LayerNormalStrength_Ext_1 ("Detail Normal Strength", Range(0, 2)) = 1 _LayerSmoothnessRemap_Ext_1 ("Smoothness Remap", Vector) = (0,1,0,0) _LayerAORemap_Ext_1 ("Occlusion Remap", Vector) = (0,1,0,0) _LayerMetallicRemap_Ext_1 ("Metallic Remap", Vector) = (0,1,0,0) _LayerSmoothness_Ext_1 ("Smoothness", Range(0, 1)) = 0 _LayerSmoothnessStrength_Ext_1 ("Smoothness Strength", Range(0, 1)) = 1 _LayerHeightRemap_Ext_1 ("Height Remap", Vector) = (0,1,0,0) _LayerHeightContrast_Ext_1 ("Height Contrast", Range(0.01, 0.99)) = 0.5 _LayerMetallic_Ext_1 ("Metallic", Range(0, 1)) = 0 _LayerScale_Ext_1 ("Detail UV Scale", Float) = 3 _LayerTriplanarSpace_Ext_1 ("Triplanar Space", Float) = 0 _LayerTriplanarContrast_Ext_1 ("Triplanar Contrast", Range(1, 10)) = 4 _LayerTriplanarBaryBlend_Ext_1 ("Triplanar Bary Blend", Range(0, 1)) = 0.9 _LayerAlbedoMap_Ext_1 ("Albedo/Height", 2D) = "white" {} _LayerAlbedoMap_Ext_1_P1_Ext_1 ("Albedo/Height", 2D) = "white" {} _LayerAlbedoMap_Ext_1_P2_Ext_1 ("Albedo/Height", 2D) = "white" {} _LayerNormalMap_Ext_1 ("Normal", 2D) = "bump" {} _LayerNormalMap_Ext_1_P1_Ext_1 ("Normal", 2D) = "bump" {} _LayerNormalMap_Ext_1_P2_Ext_1 ("Normal", 2D) = "bump" {} _LayerMaskMap_Ext_1 ("Mask Map", 2D) = "black" {} _LayerMaskMap_Ext_1_P1_Ext_1 ("Mask Map", 2D) = "black" {} _LayerMaskMap_Ext_1_P2_Ext_1 ("Mask Map", 2D) = "black" {} _LayerSpecularMap_Ext_1 ("Specular Map", 2D) = "black" {} _LayerSpecularMap_Ext_1_P1_Ext_1 ("Specular Map", 2D) = "black" {} _LayerSpecularMap_Ext_1_P2_Ext_1 ("Specular Map", 2D) = "black" {} _LayerSpecularTint_Ext_1 ("Specular Tint", Vector) = (1,1,1,1) _LayerNoiseTex_Ext_1 ("Noise Texture", 2D) = "black" {} _LayerNoiseFrequency_Ext_1 ("Noise Frequency", Float) = 1 _LayerNoiseAmplitude_Ext_1 ("Noise Amplitude", Range(0, 10)) = 0.5 _LayerNoiseOffset_Ext_1 ("Noise Offset", Float) = 0 _LayerNoiseCenter_Ext_1 ("Noise Center", Range(-5, 5)) = 0 _LayerStochasticContrast_Ext_1 ("Stochastic Contrast", Range(0.01, 0.999)) = 0.7 _LayerStochasticScale_Ext_1 ("Stochastic Scale", Range(0.2, 1.5)) = 0.5 _LayerBlendTint_Ext_1 ("Layer Blend Tint", Vector) = (1,1,1,1) _LayerBlendContrast_Ext_1 ("Layer Blend Contrast", Range(0.5, 8)) = 2 _LayerTint_Ext_1 ("Layer Tint", Vector) = (1,1,1,1) _LayerAlbedoBrightness_Ext_1 ("Layer Brightness", Range(-1, 1)) = 0 _LayerAlbedoContrast_Ext_1 ("Layer Contrast", Range(0, 2)) = 1 _LayerAlbedoHue_Ext_1 ("Layer Hue", Range(-1, 1)) = 0 _LayerAlbedoSaturation_Ext_1 ("Layer Saturation", Range(0, 2)) = 1 _LayerEmissionMap_Ext_1 ("Layer Emission Map", 2D) = "white" {} _LayerEmissionMap_Ext_1_P1_Ext_1 ("Layer Emission Map", 2D) = "white" {} _LayerEmissionMap_Ext_1_P2_Ext_1 ("Layer Emission Map", 2D) = "white" {} _LayerEmissionColor_Ext_1 ("Layer Emission Color", Vector) = (0,0,0,0) _LayerEmissionMultiplier_Ext_1 ("Layer Emission Multiplier", Float) = 1 _LayerAngleMin_Ext_1 ("Angle Minimum", Range(0, 1)) = 0.1 _LayerAngleVector_Ext_1 ("Angle Vector", Vector) = (0,1,0,0) _LayerVertexNormalBlend_Ext_1 ("Vertex->Normal Filter", Range(0, 1)) = 0.8 _LayerHeight_Ext_1 ("Height Filter", Range(0, 1)) = 0 [Enum(Top,0,Bottom,1)] _LayerInvertHeight_Ext_1 ("Layer on", Float) = 0 _LayerFalloff_Ext_1 ("Angle Falloff Contrast", Range(2, 40)) = 8 _LayerTessStrength_Ext_1 ("Displacement Strength", Range(0, 1)) = 1 _LayerWeightOverDistance_Ext_1 ("Weight Over Distance", Vector) = (1,1,1,1) _LayerMicroShadowStrength_Ext_1 ("Micro Shadow Strength", Range(0, 2)) = 0 _LayerFuzzyShadingColor_Ext_1 ("Fuzzy Shading Color", Vector) = (1,1,1,1) _LayerFuzzyShadingParams_Ext_1 ("Fuzzy Shading Params", Vector) = (0.3,1,1.5,1) [Toggle(_LAYEREFFECTOR_DEF_1)] _LayerUseEffector_Ext_1 ("Use Effector", Float) = 0 [MaterialToggle] _LayerEffectorInvert_Ext_1 ("Invert", Float) = 0 _LayerFresnelColor_Ext_1 ("Fresnel Color", Vector) = (0,0,0,0) _LayerFresnelBSP_Ext_1 ("Fresnel Bias Scale Power", Vector) = (0,9,3,0) _LayerSparkleNoise_Ext_1 ("Sparkle Noise", 2D) = "black" {} _LayerSparkleTCI_Ext_1 ("Sparkle Tiling/Cutoff/Intensity/Emission", Vector) = (1,0.7,1,0) _LayerTextureRotation_Ext_1 ("Rotation", Vector) = (0,0,0,0) _LayerClearCoatMap_Ext_1 ("Clear Coat Map", 2D) = "white" {} _LayerClearCoatMap_Ext_1_P1_Ext_1 ("Clear Coat Map", 2D) = "white" {} _LayerClearCoatMap_Ext_1_P2_Ext_1 ("Clear Coat Map", 2D) = "white" {} _LayerClearCoatMask_Ext_1 ("Clear Coat Mask", Range(0, 1)) = 0 _LayerClearCoatSmoothness_Ext_1 ("Clear Coat Smoothness", Range(0, 1)) = 1 _LayerCheapSSSTexture_Ext_1 ("SSS Map", 2D) = "white" {} _LayerCheapSSSTexture_Ext_1_P1_Ext_1 ("SSS Map", 2D) = "white" {} _LayerCheapSSSTexture_Ext_1_P2_Ext_1 ("SSS Map", 2D) = "white" {} _LayerCheapSSSTint_Ext_1 ("SSS Tint", Vector) = (1,1,1,1) _LayerCheapSSSThickness_Ext_1 ("SSS Thickness", Float) = 0 _LayerUVSource_Ext_2 ("Detail UV Source", Float) = 0 [Enum(Multiply2X, 0, AlphaBlend, 1, HeightBlend, 2)] _LayerBlendMode_Ext_2 ("Layer Blend Mode", Float) = 0 _LayerStrength_Ext_2 ("Layer Strength", Range(0, 2)) = 1 _LayerAlbedoStrength_Ext_2 ("Detail Albedo Strength", Range(0, 2)) = 1 _LayerNormalStrength_Ext_2 ("Detail Normal Strength", Range(0, 2)) = 1 _LayerSmoothnessRemap_Ext_2 ("Smoothness Remap", Vector) = (0,1,0,0) _LayerAORemap_Ext_2 ("Occlusion Remap", Vector) = (0,1,0,0) _LayerMetallicRemap_Ext_2 ("Metallic Remap", Vector) = (0,1,0,0) _LayerSmoothness_Ext_2 ("Smoothness", Range(0, 1)) = 0 _LayerSmoothnessStrength_Ext_2 ("Smoothness Strength", Range(0, 1)) = 1 _LayerHeightRemap_Ext_2 ("Height Remap", Vector) = (0,1,0,0) _LayerHeightContrast_Ext_2 ("Height Contrast", Range(0.01, 0.99)) = 0.5 _LayerMetallic_Ext_2 ("Metallic", Range(0, 1)) = 0 _LayerScale_Ext_2 ("Detail UV Scale", Float) = 3 _LayerTriplanarSpace_Ext_2 ("Triplanar Space", Float) = 0 _LayerTriplanarContrast_Ext_2 ("Triplanar Contrast", Range(1, 10)) = 4 _LayerTriplanarBaryBlend_Ext_2 ("Triplanar Bary Blend", Range(0, 1)) = 0.9 _LayerAlbedoMap_Ext_2 ("Albedo/Height", 2D) = "white" {} _LayerAlbedoMap_Ext_2_P1_Ext_2 ("Albedo/Height", 2D) = "white" {} _LayerAlbedoMap_Ext_2_P2_Ext_2 ("Albedo/Height", 2D) = "white" {} _LayerNormalMap_Ext_2 ("Normal", 2D) = "bump" {} _LayerNormalMap_Ext_2_P1_Ext_2 ("Normal", 2D) = "bump" {} _LayerNormalMap_Ext_2_P2_Ext_2 ("Normal", 2D) = "bump" {} _LayerMaskMap_Ext_2 ("Mask Map", 2D) = "black" {} _LayerMaskMap_Ext_2_P1_Ext_2 ("Mask Map", 2D) = "black" {} _LayerMaskMap_Ext_2_P2_Ext_2 ("Mask Map", 2D) = "black" {} _LayerSpecularMap_Ext_2 ("Specular Map", 2D) = "black" {} _LayerSpecularMap_Ext_2_P1_Ext_2 ("Specular Map", 2D) = "black" {} _LayerSpecularMap_Ext_2_P2_Ext_2 ("Specular Map", 2D) = "black" {} _LayerSpecularTint_Ext_2 ("Specular Tint", Vector) = (1,1,1,1) _LayerNoiseTex_Ext_2 ("Noise Texture", 2D) = "black" {} _LayerNoiseFrequency_Ext_2 ("Noise Frequency", Float) = 1 _LayerNoiseAmplitude_Ext_2 ("Noise Amplitude", Range(0, 10)) = 0.5 _LayerNoiseOffset_Ext_2 ("Noise Offset", Float) = 0 _LayerNoiseCenter_Ext_2 ("Noise Center", Range(-5, 5)) = 0 _LayerStochasticContrast_Ext_2 ("Stochastic Contrast", Range(0.01, 0.999)) = 0.7 _LayerStochasticScale_Ext_2 ("Stochastic Scale", Range(0.2, 1.5)) = 0.5 _LayerBlendTint_Ext_2 ("Layer Blend Tint", Vector) = (1,1,1,1) _LayerBlendContrast_Ext_2 ("Layer Blend Contrast", Range(0.5, 8)) = 2 _LayerTint_Ext_2 ("Layer Tint", Vector) = (1,1,1,1) _LayerAlbedoBrightness_Ext_2 ("Layer Brightness", Range(-1, 1)) = 0 _LayerAlbedoContrast_Ext_2 ("Layer Contrast", Range(0, 2)) = 1 _LayerAlbedoHue_Ext_2 ("Layer Hue", Range(-1, 1)) = 0 _LayerAlbedoSaturation_Ext_2 ("Layer Saturation", Range(0, 2)) = 1 _LayerEmissionMap_Ext_2 ("Layer Emission Map", 2D) = "white" {} _LayerEmissionMap_Ext_2_P1_Ext_2 ("Layer Emission Map", 2D) = "white" {} _LayerEmissionMap_Ext_2_P2_Ext_2 ("Layer Emission Map", 2D) = "white" {} _LayerEmissionColor_Ext_2 ("Layer Emission Color", Vector) = (0,0,0,0) _LayerEmissionMultiplier_Ext_2 ("Layer Emission Multiplier", Float) = 1 _LayerAngleMin_Ext_2 ("Angle Minimum", Range(0, 1)) = 0.1 _LayerAngleVector_Ext_2 ("Angle Vector", Vector) = (0,1,0,0) _LayerVertexNormalBlend_Ext_2 ("Vertex->Normal Filter", Range(0, 1)) = 0.8 _LayerHeight_Ext_2 ("Height Filter", Range(0, 1)) = 0 [Enum(Top,0,Bottom,1)] _LayerInvertHeight_Ext_2 ("Layer on", Float) = 0 _LayerFalloff_Ext_2 ("Angle Falloff Contrast", Range(2, 40)) = 8 _LayerTessStrength_Ext_2 ("Displacement Strength", Range(0, 1)) = 1 _LayerWeightOverDistance_Ext_2 ("Weight Over Distance", Vector) = (1,1,1,1) _LayerMicroShadowStrength_Ext_2 ("Micro Shadow Strength", Range(0, 2)) = 0 _LayerFuzzyShadingColor_Ext_2 ("Fuzzy Shading Color", Vector) = (1,1,1,1) _LayerFuzzyShadingParams_Ext_2 ("Fuzzy Shading Params", Vector) = (0.3,1,1.5,1) [Toggle(_LAYEREFFECTOR_DEF_2)] _LayerUseEffector_Ext_2 ("Use Effector", Float) = 0 [MaterialToggle] _LayerEffectorInvert_Ext_2 ("Invert", Float) = 0 _LayerFresnelColor_Ext_2 ("Fresnel Color", Vector) = (0,0,0,0) _LayerFresnelBSP_Ext_2 ("Fresnel Bias Scale Power", Vector) = (0,9,3,0) _LayerSparkleNoise_Ext_2 ("Sparkle Noise", 2D) = "black" {} _LayerSparkleTCI_Ext_2 ("Sparkle Tiling/Cutoff/Intensity/Emission", Vector) = (1,0.7,1,0) _LayerTextureRotation_Ext_2 ("Rotation", Vector) = (0,0,0,0) _LayerClearCoatMap_Ext_2 ("Clear Coat Map", 2D) = "white" {} _LayerClearCoatMap_Ext_2_P1_Ext_2 ("Clear Coat Map", 2D) = "white" {} _LayerClearCoatMap_Ext_2_P2_Ext_2 ("Clear Coat Map", 2D) = "white" {} _LayerClearCoatMask_Ext_2 ("Clear Coat Mask", Range(0, 1)) = 0 _LayerClearCoatSmoothness_Ext_2 ("Clear Coat Smoothness", Range(0, 1)) = 1 _LayerCheapSSSTexture_Ext_2 ("SSS Map", 2D) = "white" {} _LayerCheapSSSTexture_Ext_2_P1_Ext_2 ("SSS Map", 2D) = "white" {} _LayerCheapSSSTexture_Ext_2_P2_Ext_2 ("SSS Map", 2D) = "white" {} _LayerCheapSSSTint_Ext_2 ("SSS Tint", Vector) = (1,1,1,1) _LayerCheapSSSThickness_Ext_2 ("SSS Thickness", Float) = 0 _LayerUVSource_Ext_3 ("Detail UV Source", Float) = 0 [Enum(Multiply2X, 0, AlphaBlend, 1, HeightBlend, 2)] _LayerBlendMode_Ext_3 ("Layer Blend Mode", Float) = 0 _LayerStrength_Ext_3 ("Layer Strength", Range(0, 2)) = 1 _LayerAlbedoStrength_Ext_3 ("Detail Albedo Strength", Range(0, 2)) = 1 _LayerNormalStrength_Ext_3 ("Detail Normal Strength", Range(0, 2)) = 1 _LayerSmoothnessRemap_Ext_3 ("Smoothness Remap", Vector) = (0,1,0,0) _LayerAORemap_Ext_3 ("Occlusion Remap", Vector) = (0,1,0,0) _LayerMetallicRemap_Ext_3 ("Metallic Remap", Vector) = (0,1,0,0) _LayerSmoothness_Ext_3 ("Smoothness", Range(0, 1)) = 0 _LayerSmoothnessStrength_Ext_3 ("Smoothness Strength", Range(0, 1)) = 1 _LayerHeightRemap_Ext_3 ("Height Remap", Vector) = (0,1,0,0) _LayerHeightContrast_Ext_3 ("Height Contrast", Range(0.01, 0.99)) = 0.5 _LayerMetallic_Ext_3 ("Metallic", Range(0, 1)) = 0 _LayerScale_Ext_3 ("Detail UV Scale", Float) = 3 _LayerTriplanarSpace_Ext_3 ("Triplanar Space", Float) = 0 _LayerTriplanarContrast_Ext_3 ("Triplanar Contrast", Range(1, 10)) = 4 _LayerTriplanarBaryBlend_Ext_3 ("Triplanar Bary Blend", Range(0, 1)) = 0.9 _LayerAlbedoMap_Ext_3 ("Albedo/Height", 2D) = "white" {} _LayerAlbedoMap_Ext_3_P1_Ext_3 ("Albedo/Height", 2D) = "white" {} _LayerAlbedoMap_Ext_3_P2_Ext_3 ("Albedo/Height", 2D) = "white" {} _LayerNormalMap_Ext_3 ("Normal", 2D) = "bump" {} _LayerNormalMap_Ext_3_P1_Ext_3 ("Normal", 2D) = "bump" {} _LayerNormalMap_Ext_3_P2_Ext_3 ("Normal", 2D) = "bump" {} _LayerMaskMap_Ext_3 ("Mask Map", 2D) = "black" {} _LayerMaskMap_Ext_3_P1_Ext_3 ("Mask Map", 2D) = "black" {} _LayerMaskMap_Ext_3_P2_Ext_3 ("Mask Map", 2D) = "black" {} _LayerSpecularMap_Ext_3 ("Specular Map", 2D) = "black" {} _LayerSpecularMap_Ext_3_P1_Ext_3 ("Specular Map", 2D) = "black" {} _LayerSpecularMap_Ext_3_P2_Ext_3 ("Specular Map", 2D) = "black" {} _LayerSpecularTint_Ext_3 ("Specular Tint", Vector) = (1,1,1,1) _LayerNoiseTex_Ext_3 ("Noise Texture", 2D) = "black" {} _LayerNoiseFrequency_Ext_3 ("Noise Frequency", Float) = 1 _LayerNoiseAmplitude_Ext_3 ("Noise Amplitude", Range(0, 10)) = 0.5 _LayerNoiseOffset_Ext_3 ("Noise Offset", Float) = 0 _LayerNoiseCenter_Ext_3 ("Noise Center", Range(-5, 5)) = 0 _LayerStochasticContrast_Ext_3 ("Stochastic Contrast", Range(0.01, 0.999)) = 0.7 _LayerStochasticScale_Ext_3 ("Stochastic Scale", Range(0.2, 1.5)) = 0.5 _LayerBlendTint_Ext_3 ("Layer Blend Tint", Vector) = (1,1,1,1) _LayerBlendContrast_Ext_3 ("Layer Blend Contrast", Range(0.5, 8)) = 2 _LayerTint_Ext_3 ("Layer Tint", Vector) = (1,1,1,1) _LayerAlbedoBrightness_Ext_3 ("Layer Brightness", Range(-1, 1)) = 0 _LayerAlbedoContrast_Ext_3 ("Layer Contrast", Range(0, 2)) = 1 _LayerAlbedoHue_Ext_3 ("Layer Hue", Range(-1, 1)) = 0 _LayerAlbedoSaturation_Ext_3 ("Layer Saturation", Range(0, 2)) = 1 _LayerEmissionMap_Ext_3 ("Layer Emission Map", 2D) = "white" {} _LayerEmissionMap_Ext_3_P1_Ext_3 ("Layer Emission Map", 2D) = "white" {} _LayerEmissionMap_Ext_3_P2_Ext_3 ("Layer Emission Map", 2D) = "white" {} _LayerEmissionColor_Ext_3 ("Layer Emission Color", Vector) = (0,0,0,0) _LayerEmissionMultiplier_Ext_3 ("Layer Emission Multiplier", Float) = 1 _LayerAngleMin_Ext_3 ("Angle Minimum", Range(0, 1)) = 0.1 _LayerAngleVector_Ext_3 ("Angle Vector", Vector) = (0,1,0,0) _LayerVertexNormalBlend_Ext_3 ("Vertex->Normal Filter", Range(0, 1)) = 0.8 _LayerHeight_Ext_3 ("Height Filter", Range(0, 1)) = 0 [Enum(Top,0,Bottom,1)] _LayerInvertHeight_Ext_3 ("Layer on", Float) = 0 _LayerFalloff_Ext_3 ("Angle Falloff Contrast", Range(2, 40)) = 8 _LayerTessStrength_Ext_3 ("Displacement Strength", Range(0, 1)) = 1 _LayerWeightOverDistance_Ext_3 ("Weight Over Distance", Vector) = (1,1,1,1) _LayerMicroShadowStrength_Ext_3 ("Micro Shadow Strength", Range(0, 2)) = 0 _LayerFuzzyShadingColor_Ext_3 ("Fuzzy Shading Color", Vector) = (1,1,1,1) _LayerFuzzyShadingParams_Ext_3 ("Fuzzy Shading Params", Vector) = (0.3,1,1.5,1) [Toggle(_LAYEREFFECTOR_DEF_3)] _LayerUseEffector_Ext_3 ("Use Effector", Float) = 0 [MaterialToggle] _LayerEffectorInvert_Ext_3 ("Invert", Float) = 0 _LayerFresnelColor_Ext_3 ("Fresnel Color", Vector) = (0,0,0,0) _LayerFresnelBSP_Ext_3 ("Fresnel Bias Scale Power", Vector) = (0,9,3,0) _LayerSparkleNoise_Ext_3 ("Sparkle Noise", 2D) = "black" {} _LayerSparkleTCI_Ext_3 ("Sparkle Tiling/Cutoff/Intensity/Emission", Vector) = (1,0.7,1,0) _LayerTextureRotation_Ext_3 ("Rotation", Vector) = (0,0,0,0) _LayerClearCoatMap_Ext_3 ("Clear Coat Map", 2D) = "white" {} _LayerClearCoatMap_Ext_3_P1_Ext_3 ("Clear Coat Map", 2D) = "white" {} _LayerClearCoatMap_Ext_3_P2_Ext_3 ("Clear Coat Map", 2D) = "white" {} _LayerClearCoatMask_Ext_3 ("Clear Coat Mask", Range(0, 1)) = 0 _LayerClearCoatSmoothness_Ext_3 ("Clear Coat Smoothness", Range(0, 1)) = 1 _LayerCheapSSSTexture_Ext_3 ("SSS Map", 2D) = "white" {} _LayerCheapSSSTexture_Ext_3_P1_Ext_3 ("SSS Map", 2D) = "white" {} _LayerCheapSSSTexture_Ext_3_P2_Ext_3 ("SSS Map", 2D) = "white" {} _LayerCheapSSSTint_Ext_3 ("SSS Tint", Vector) = (1,1,1,1) _LayerCheapSSSThickness_Ext_3 ("SSS Thickness", Float) = 0 _MainMatcap ("Main Matcap", 2D) = "white" {} _Layer0Matcap ("Layer0 Matcap", 2D) = "white" {} _Layer1Matcap ("Layer1 Matcap", 2D) = "white" {} _Layer2Matcap ("Layer2 Matcap", 2D) = "white" {} _Layer3Matcap ("Layer3 Matcap", 2D) = "white" {} _TraxAlbedo ("Trax Albedo", 2D) = "white" {} _TraxPackedNormal ("Trax Packed Normal", 2D) = "bump" {} _TraxNormalStrength ("Normal Strength", Range(0, 2)) = 1 _TraxDisplacementDepth ("Trax Depression Depth", Float) = 0.1 _TraxDisplacementStrength ("Trax Displacement", Range(0, 3)) = 0.2 _TraxMipBias ("Trax Mip Bias", Range(0, 5)) = 3 _TraxInterpContrast ("Interpolation Contrast", Range(0, 1)) = 0.9 _TraxHeightContrast ("Height Contrast", Range(0, 1)) = 0.5 _TraxTint ("Tint Color", Vector) = (1,1,1,1) _WetnessMode ("Wetness Mode", Float) = 0 _PuddleMode ("Puddle Mode", Float) = 0 _RainMode ("Rain Mode", Float) = 0 _RainUV ("Rain UV", Float) = 0 _WetnessAmount ("Wetness Amount", Range(0, 1)) = 0 _Porosity ("Porosity", Range(0, 1)) = 0.4 _WetnessMin ("Minimum Wetness", Range(0, 1)) = 0 _WetnessMax ("Maximum Wetness", Range(0, 1)) = 1 _WetnessFalloff ("Angle Falloff", Range(0, 1)) = 1 _WetnessAngleMin ("Wetness Minimum Angle", Range(-1, 1)) = -1 _PuddleAmount ("Puddle Amount", Range(0, 1)) = 0 _PuddleFalloff ("Puddle Contrast", Range(2, 50)) = 12 _PuddleAngleMin ("Moss Angle Minimum", Range(0, 1)) = 0.1 _PuddleColor ("Puddle Color", Vector) = (0.2,0.2,0.2,0.95) _PuddleNoiseTex ("Noise Texture", 2D) = "black" {} _PuddleNoiseFrequency ("Noise Frequency", Float) = 1 _PuddleNoiseAmplitude ("Noise Amplitude", Range(0, 10)) = 0.5 _PuddleNoiseCenter ("Noise Center", Range(-5, 5)) = 0 _PuddleNoiseOffset ("Noise Offset", Float) = 0 _RainDropTexture ("RainDrop Texture", 2D) = "white" {} _RainIntensityScale ("Intensity/Scale/MinWet", Vector) = (1,25,0,400) _WetnessShoreline ("Wetness Shore Height", Float) = -99999 _PuddleHeightDampening ("Height Dampening", Range(0, 1)) = 0 [Toggle(_WETNESSEFFECTOR)] _WetnessUseEffector ("Use Effector", Float) = 0 [MaterialToggle] _WetnessEffectorInvert ("Invert", Float) = 0 [Toggle(_PUDDLEEFFECTOR)] _PuddleUseEffector ("Use Effector", Float) = 0 [MaterialToggle] _PuddleEffectorInvert ("Invert", Float) = 0 _SnowMode ("Snow Mode", Float) = 0 _SnowAlbedo ("Snow Albedo", 2D) = "white" {} _SnowTint ("Snow Trax Albedo", Vector) = (1,1,1,1) _SnowNormal ("Snow Normal", 2D) = "bump" {} _SnowMaskMap ("Snow Mask Map", 2D) = "black" {} _SnowAmount ("Snow Amount", Range(0, 1)) = 1 _SnowAngle ("Snow Angle Falloff", Range(0, 2)) = 1 _SnowContrast ("Snow Contrast", Range(0.5, 4)) = 1.5 _SnowVertexHeight ("Snow Vertex Height", Range(0, 1)) = 0 _SnowWorldFade ("Snow Height Fade", Vector) = (100,50,0,0) _SnowTraxAlbedo ("Snow Trax Albedo", 2D) = "white" {} _SnowTraxTint ("Snow Trax Albedo", Vector) = (1,1,1,1) _SnowTraxNormal ("Snow Trax Normal", 2D) = "bump" {} _SnowTraxMaskMap ("Snow Trax Mask Map", 2D) = "black" {} _SnowNoiseFreq ("Snow Noise Frequency", Float) = 1 _SnowNoiseAmp ("Snow Noise Amplitude", Float) = 1 _SnowNoiseOffset ("Snow Noise Offset", Float) = 0 _SnowStochasticContrast ("Snow Stochastic Contrast", Range(0.01, 0.99)) = 0.7 _SnowStochasticScale ("Snow Stochastic Scale", Range(0, 2)) = 1 _SnowFresnelColor ("Fresnel Color", Vector) = (0,0,0,0) _SnowFresnelBSP ("Fresnel Bias Scale Power", Vector) = (0,9,3,0) _SnowSparkleNoise ("Sparkle Noise", 2D) = "black" {} _SnowSparkleTCI ("Sparkle Tiling/Cutoff/Intensity/Emission", Vector) = (1,0.7,1,0) [Toggle(_SNOWEFFECTOR)] _SnowUseEffector ("Use Effector", Float) = 0 [MaterialToggle] _SnowEffectorInvert ("Invert", Float) = 0 [BetterHeader(Wind Particulate)] [Enum(World, 0, UV, 1)] _WindParticulateSpace ("Wind UV Source", Float) = 0 _WindParticulate ("Wind Texture", 2D) = "black" {} _WindParticulateStrength ("Strength", Range(0, 3)) = 2 _WindParticulateSpeed ("Speed", Float) = 1 _WindParticulatePower ("Contrast", Range(0.2, 6)) = 1 _WindParticulateRotation ("Rotation", Float) = 0 _WindParticulateColor ("Color, strength", Vector) = (1,1,1,1) _WindParticulateWorldHeightMask ("Wind Height Mask", Vector) = (-99999,-99999,99999,99999) _WindParticulateTextureHeight ("Wind Texture Height", Range(0, 1)) = 1 _WindParticulateAngleMask ("Wind Angle Mask", Vector) = (-1,-1,1,1) _WindParticulateOcclusionStrength ("Wind Occlusion Strength", Range(0, 1)) = 1 _WindParticulateEmissive ("Wind Emissive", Vector) = (0,0,0,0) _GradientX ("Gradient Positive X", 2D) = "white" {} _GradientY ("Gradient Positive Y", 2D) = "white" {} _GradientZ ("Gradient Positive Z", 2D) = "white" {} _GradientNX ("Gradient Negative X", 2D) = "white" {} _GradientNY ("Gradient Negative Y", 2D) = "white" {} _GradientNZ ("Gradient Negative Z", 2D) = "white" {} _ColorX ("Color X", Vector) = (1,1,1,1) _ColorY ("Color Y", Vector) = (1,1,1,1) _ColorZ ("Color Z", Vector) = (1,1,1,1) _ColorNX ("Color NX", Vector) = (1,1,1,1) _ColorNY ("Color NY", Vector) = (1,1,1,1) _ColorNZ ("Color NZ", Vector) = (1,1,1,1) _ColorX2 ("Color X", Vector) = (1,1,1,1) _ColorY2 ("Color Y", Vector) = (1,1,1,1) _ColorZ2 ("Color Z", Vector) = (1,1,1,1) _ColorNX2 ("Color NX", Vector) = (1,1,1,1) _ColorNY2 ("Color NY", Vector) = (1,1,1,1) _ColorNZ2 ("Color NZ", Vector) = (1,1,1,1) _ColorXRange ("Color X Range", Vector) = (0,1,0,0) _ColorYRange ("Color Y Range", Vector) = (0,1,0,0) _ColorZRange ("Color Z Range", Vector) = (0,1,0,0) _ColorNXRange ("Color X Range", Vector) = (0,1,0,0) _ColorNYRange ("Color Y Range", Vector) = (0,1,0,0) _ColorNZRange ("Color Z Range", Vector) = (0,1,0,0) _TextureClampX ("Clamp Range for textures", Vector) = (0.001,0.999,0.001,0.999) _TextureClampY ("Clamp Range for textures", Vector) = (0.001,0.999,0.001,0.999) _TextureClampZ ("Clamp Range for textures", Vector) = (0.001,0.999,0.001,0.999) _TextureClampNX ("Clamp Range for textures", Vector) = (0.001,0.999,0.001,0.999) _TextureClampNY ("Clamp Range for textures", Vector) = (0.001,0.999,0.001,0.999) _TextureClampNZ ("Clamp Range for textures", Vector) = (0.001,0.999,0.001,0.999) _6SidedAngleContrast ("Angle Blend", Range(0.5, 4)) = 2 [Enum(Off,0,Front,1,Back,2)] _CullMode ("Culling Mode", Float) = 2 [Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode ("Double sided normal mode", Float) = 1 _AutoNormalStrength ("Auto Normal Strength", Range(0, 2)) = 0.5 _DebugSampleCountThreshold ("Debug Sample Threshold", Float) = 12 _DissolveAmount ("Dissolve Amount", Range(0, 1)) = 0 _DissolveTexture ("Dissolve Texture", 2D) = "black" {} _DissolveGradient ("Dissolve Gradient", 2D) = "white" {} _DissolveColoration ("Dissolve Coloration", Range(0, 1)) = 1 _DissolveEdgeContrast ("Dissolve Edge Contrast", Range(2, 128)) = 10 _DissolveEmissiveStr ("Dissolve Emissive Strength", Range(0, 4)) = 0 _DissolveNoiseFrequency ("Noise Frequency", Float) = 1 _DissolveNoiseAmplitude ("Noise Amplitude", Range(0, 10)) = 0.5 _DissolveNoiseOffset ("Noise Offset", Float) = 0 _DissolveNoiseCenter ("Noise Center", Range(-5, 5)) = 0 [Toggle(_DISSOLVE_EFFECTOR)] _DissolveEffector ("Disolve Effector Active", Float) = 0 [MaterialToggle] _DissolveEffectorInvert ("Effector Invert", Float) = 0 _WireSmoothing ("Wire Smoothing", Range(0.01, 10)) = 0.5 _WireThickness ("Wire Thickness", Range(0.01, 10)) = 0.5 _WireColor ("Wire Color", Vector) = (0,1,0,1) _WireEmissive ("Wire Emissive", Vector) = (0,0,0,0) [Toggle(_WIREUSEEFFECTOR)] _WireUseEffector ("Use Effector", Float) = 0 [MaterialToggle] _WireEffectorInvert ("Invert", Float) = 0 _DitherAlpha ("Dither Alpha", Range(0, 1)) = 1 _DitherAlphaDistance ("Dither Alpha Distance", Vector) = (1,50,0,50) _BAKERY_LMSPECMODE_OCCLUDEREFLECTION_MUL ("Reflection occlusion multiplier", Float) = 2 _BAKERY_LMSPECMODE_OCCLUDEREFLECTION_ADD ("Reflection occlusion offset", Float) = 0 _BAKERY_LMSPECMODE_OCCLUDEREFLECTION_SMT ("Reflection occlusion reference smoothness", Range(0, 1)) = 0.3 [Toggle(_ENABLE_GEOMETRIC_SPECULAR_AA)] _EnableGeometrySpecAA ("Enable Geometric Specular AA", Float) = 0 _SpecularAAScreenSpaceVariance ("Screen Space Variance", Range(0, 1)) = 0.2 _SpecularAAThreshold ("Threshold", Range(0, 1)) = 0.1 [Toggle(_DISABLE_DECALS)] _DisableDecals ("Disable Decals", Float) = 0 [Toggle(_DISABLE_SSR)] _DisableSSR ("Disable SSR", Float) = 0 [Toggle(_WRITE_TRANSPARENT_MOTION_VECTOR)] _WriteTransparentMotionVector ("Write Transparent Motion Vectors", Float) = 0 [Toggle(_ADD_PRECOMPUTED_VELOCITY)] _AddPrecomputedVelocity ("Add Precomputed Velocity", Float) = 0 [HideInInspector] _HideUnused ("Hide unused options", Float) = 0 [HideInInspector] _RenderQueueType ("Float", Float) = 1 [ToggleUI] [HideInInspector] _AddPrecomputedVelocity ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _DepthOffsetEnable ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _TransparentWritingMotionVec ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _AlphaCutoffEnable ("Boolean", Float) = 0 [HideInInspector] _TransparentSortPriority ("_TransparentSortPriority", Float) = 0 [ToggleUI] [HideInInspector] _UseShadowThreshold ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _TransparentDepthPrepassEnable ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _TransparentDepthPostpassEnable ("Boolean", Float) = 0 [HideInInspector] _SurfaceType ("Float", Float) = 0 [HideInInspector] _BlendMode ("Float", Float) = 0 [HideInInspector] _SrcBlend ("Float", Float) = 1 [HideInInspector] _DstBlend ("Float", Float) = 0 [HideInInspector] _AlphaSrcBlend ("Float", Float) = 1 [HideInInspector] _AlphaDstBlend ("Float", Float) = 0 [ToggleUI] [HideInInspector] _AlphaToMask ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _AlphaToMaskInspectorValue ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _ZWrite ("Boolean", Float) = 1 [ToggleUI] [HideInInspector] _TransparentZWrite ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _EnableFogOnTransparent ("Boolean", Float) = 1 [HideInInspector] _ZTestDepthEqualForOpaque ("Float", Float) = 4 [Enum(UnityEngine.Rendering.CompareFunction)] [HideInInspector] _ZTestTransparent ("Float", Float) = 4 [ToggleUI] [HideInInspector] _TransparentBackfaceEnable ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _RequireSplitLighting ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _ReceivesSSR ("Boolean", Float) = 1 [ToggleUI] [HideInInspector] _ReceivesSSRTransparent ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _EnableBlendModePreserveSpecularLighting ("Boolean", Float) = 1 [ToggleUI] [HideInInspector] _SupportDecals ("Boolean", Float) = 1 [HideInInspector] _StencilRef ("Float", Float) = 0 [HideInInspector] _StencilWriteMask ("Float", Float) = 6 [HideInInspector] _StencilRefDepth ("Float", Float) = 8 [HideInInspector] _StencilWriteMaskDepth ("Float", Float) = 8 [HideInInspector] _StencilRefMV ("Float", Float) = 40 [HideInInspector] _StencilWriteMaskMV ("Float", Float) = 40 [HideInInspector] _StencilRefDistortionVec ("Float", Float) = 4 [HideInInspector] _StencilWriteMaskDistortionVec ("Float", Float) = 4 [HideInInspector] _StencilWriteMaskGBuffer ("Float", Float) = 14 [HideInInspector] _StencilRefGBuffer ("Float", Float) = 10 [HideInInspector] _ZTestGBuffer ("Float", Float) = 4 [ToggleUI] [HideInInspector] _RayTracing ("Boolean", Float) = 0 [Enum(None, 0, Box, 1, Sphere, 2, Thin, 3)] [HideInInspector] _RefractionModel ("Float", Float) = 0 [HideInInspector] [NoScaleOffset] unity_Lightmaps ("unity_Lightmaps", 2DArray) = "" {} [HideInInspector] [NoScaleOffset] unity_LightmapsInd ("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector] [NoScaleOffset] unity_ShadowMasks ("unity_ShadowMasks", 2DArray) = "" {} } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; float4 _MainTex_ST; struct Vertex_Stage_Input { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct Vertex_Stage_Output { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } Texture2D _MainTex; SamplerState sampler_MainTex; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy); } ENDHLSL } } //CustomEditor "JBooth.BetterLit.LitBaseMaterialEditor" }