Files
Ultimate-Fishing-Simulator-…/Assets/Shader/Better Lit_Lit.shader
2026-03-04 09:37:33 +08:00

673 lines
39 KiB
GLSL

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<float4> _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"
}