673 lines
39 KiB
GLSL
673 lines
39 KiB
GLSL
Shader "Better Lit/Lit" {
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Properties {
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[HideInInspector] _NoiseTex ("Noise Texture", 2D) = "black" {}
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[HideInInspector] _Version ("Version", Float) = 0
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[HideInInspector] _TerrainHeightProvided ("Terrain Height Provided to shader", Float) = 0
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[HideInInspector] _TerrainAlbedoProvided ("Blend with Albedo Shader", Float) = 0
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[HideInInspector] _TerrainHeightC ("Terrain", 2D) = "black" {}
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[HideInInspector] _TerrainHeightL ("TerrainL", 2D) = "black" {}
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[HideInInspector] _TerrainHeightR ("TerrainR", 2D) = "black" {}
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[HideInInspector] _TerrainHeightU ("TerrainU", 2D) = "black" {}
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[HideInInspector] _TerrainHeightUL ("TerrainUL", 2D) = "black" {}
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[HideInInspector] _TerrainHeightUR ("TerrainUR", 2D) = "black" {}
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[HideInInspector] _TerrainHeightB ("TerrainB", 2D) = "black" {}
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[HideInInspector] _TerrainHeightBL ("TerrainBL", 2D) = "black" {}
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[HideInInspector] _TerrainHeightBR ("TerrainBR", 2D) = "black" {}
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[HideInInspector] _TerrainSize ("Terrain Size", Vector) = (0,0,0,0)
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[HideInInspector] _TerrainPosition ("Terrain Position", Vector) = (0,0,0,0)
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_TerrainYOffset ("Y Offset", Float) = 0
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_TerrainBlendHeight ("Terrain Blend Height", Float) = 0.2
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[HideInInspector] _TerrainAlbedoC ("Terrain", 2D) = "black" {}
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[HideInInspector] _TerrainAlbedoL ("TerrainL", 2D) = "black" {}
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[HideInInspector] _TerrainAlbedoR ("TerrainR", 2D) = "black" {}
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[HideInInspector] _TerrainAlbedoU ("TerrainU", 2D) = "black" {}
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[HideInInspector] _TerrainAlbedoUL ("TerrainUL", 2D) = "black" {}
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[HideInInspector] _TerrainAlbedoUR ("TerrainUR", 2D) = "black" {}
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[HideInInspector] _TerrainAlbedoB ("TerrainB", 2D) = "black" {}
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[HideInInspector] _TerrainAlbedoBL ("TerrainBL", 2D) = "black" {}
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[HideInInspector] _TerrainAlbedoBR ("TerrainBR", 2D) = "black" {}
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_InitialBend ("Wind Initial Bend", Float) = 1
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_Stiffness ("Wind Stiffness", Float) = 1
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_Drag ("Wind Drag", Float) = 1
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_ShiverDrag ("Wind Shiver Drag", Float) = 0.05
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_WindNormalInfluence ("Wind Normal Influence", Float) = 0
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[HideInInspector] _MainTex ("Unity Standard Shader Hack Property", 2D) = "white" {}
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[HideInInspector] _BaseColor ("Unity HDRP/URP Shader Hack Property", Vector) = (1,1,1,1)
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[HideInInspector] _BumpMap ("Unity Standard Shader Hack Property", 2D) = "bump" {}
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[HideInInspector] _IsConverted ("Have we done one time conversion yet?", Float) = 0
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_TriplanarSpace ("Triplanar Space", Float) = 0
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_TriplanarContrast ("Triplanar Contrast", Range(1, 10)) = 4
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_TriplanarBaryBlend ("Triplanar Bary Blend", Range(0, 1)) = 0.9
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_UVSource ("UV Source", Float) = 0
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[MainTex] _AlbedoMap ("Albedo/Height", 2D) = "white" {}
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_AlbedoMap_P1 ("Albedo/Height", 2D) = "white" {}
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_AlbedoMap_P2 ("Albedo/Height", 2D) = "white" {}
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_Tint ("Tint", Vector) = (1,1,1,1)
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_AlbedoBrightness ("Brightness", Range(-1, 1)) = 0
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_AlbedoContrast ("Contrast", Range(0, 2)) = 1
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_AlbedoHue ("Hue", Range(-1, 1)) = 0
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_AlbedoSaturation ("Saturation", Range(0, 2)) = 1
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_AlphaThreshold ("Alpha Threshold", Range(0, 1)) = 0
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_Cutoff ("Unity Lightmapper sucks", Range(0, 1)) = 0
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_NormalMap ("Normal", 2D) = "bump" {}
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_NormalMap_P1 ("Normal", 2D) = "bump" {}
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_NormalMap_P2 ("Normal", 2D) = "bump" {}
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_NormalStrength ("Normal Strength", Range(0, 2)) = 1
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_MaskMap ("Mask Map", 2D) = "black" {}
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_MaskMap_P1 ("Mask Map", 2D) = "black" {}
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_MaskMap_P2 ("Mask Map", 2D) = "black" {}
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_Smoothness ("Smoothness", Range(0, 1)) = 0
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_Metallic ("Metallic", Range(0, 1)) = 0
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_SpecularMap ("Specular Map", 2D) = "black" {}
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_SpecularMap_P1 ("Specular Map", 2D) = "black" {}
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_SpecularMap_P2 ("Specular Map", 2D) = "black" {}
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_SpecularTint ("Specular Tint", Vector) = (1,1,1,1)
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_EmissionMap ("Emission Map", 2D) = "white" {}
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_EmissionMap_P1 ("Emission Map", 2D) = "white" {}
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_EmissionMap_P2 ("Emission Map", 2D) = "white" {}
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_EmissionColor ("Emission Strength", Vector) = (0,0,0,0)
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_EmissionMultiplier ("Emission Multiplier", Float) = 1
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_CheapSSSTexture ("SSS Map", 2D) = "black" {}
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_CheapSSSTexture_P1 ("SSS Map", 2D) = "black" {}
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_CheapSSSTexture_P2 ("Emission Map", 2D) = "black" {}
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_ClearCoatMap ("Clear Coat Map", 2D) = "white" {}
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_ClearCoatMap_P1 ("Clear Coat Map", 2D) = "white" {}
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_ClearCoatMap_P2 ("Clear Coat Map", 2D) = "white" {}
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_ClearCoatMask ("Clear Coat Mask", Range(0, 1)) = 0
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_ClearCoatSmoothness ("Clear Coat Smoothness", Range(0, 1)) = 1
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_SmoothnessRemap ("Smoothness Remap", Vector) = (0,1,0,0)
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_AORemap ("AO Remap", Vector) = (0,1,0,0)
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_MetallicRemap ("Metallic Remap", Vector) = (0,1,0,0)
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_HeightRemap ("Height Remap", Vector) = (0,1,0,0)
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_DetailUVSource ("Detail UV Source", Float) = 0
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_DetailMap ("Detail Map", 2D) = "white" {}
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_DetailMap_P1 ("Detail Map", 2D) = "white" {}
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_DetailMap_P2 ("Detail Map", 2D) = "white" {}
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_DetailAlbedoStrength ("Detail Albedo Strength", Range(0, 2)) = 1
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_DetailNormalStrength ("Detail Normal Strength", Range(0, 2)) = 1
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_DetailSmoothnessStrength ("Detail Smoothness Strength", Range(0, 2)) = 1
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_DetailTriplanarSpace ("Triplanar Space", Float) = 0
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_DetailTriplanarContrast ("Triplanar Contrast", Range(1, 10)) = 4
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_DetailTriplanarBaryBlend ("Triplanar Bary Blend", Range(0, 1)) = 0.9
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_DetailStochasticContrast ("Stochastic Contrast", Range(0.01, 0.999)) = 0.7
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_DetailStochasticScale ("Stochastic Contrast", Range(0.2, 1.5)) = 0.5
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_FlatShadingBlend ("Flat Shading Blend", Range(0, 4)) = 1
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_StochasticContrast ("Stochastic Contrast", Range(0.01, 0.999)) = 0.7
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_StochasticScale ("Stochastic Contrast", Range(0.2, 1.5)) = 0.5
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_ParallaxHeight ("Parallax Height", Range(0, 0.25)) = 0
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_MicroShadowStrength ("Micro Shadow Strength", Range(0, 2)) = 0
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_FuzzyShadingColor ("Fuzzy Shading Color", Vector) = (1,1,1,1)
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_FuzzyShadingParams ("Fuzzy Shading Params", Vector) = (0.3,1,1.5,1)
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_POMMaxSamples ("POM Max Samples", Range(4, 32)) = 8
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_POMMin ("POM Min Distance", Float) = 25
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_POMFade ("Pom Fade Range", Float) = 25
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_FresnelColor ("Fresnel Color", Vector) = (0,0,0,0)
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_FresnelBSP ("Fresnel Bias Scale Power", Vector) = (0,9,3,0)
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_SparkleNoise ("Sparkle Noise", 2D) = "black" {}
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_SparkleTCI ("Sparkle Tiling/Cutoff/Intensity/Emission", Vector) = (1,0.7,1,0)
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_TextureRotation ("Rotation", Vector) = (0,0,0,0)
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_DetailTextureRotation ("Rotation", Vector) = (0,0,0,0)
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_CheapSSSTint ("Tint", Vector) = (1,1,1,1)
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_CheapSSSThickness ("Thickness", Float) = 0
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_CheapSSSDistortion ("Distortion", Float) = 1
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_CheapSSSPower ("Power", Float) = 2
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_CheapSSSScale ("Scale", Float) = 1
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[Toggle(_EFFECTORENABLED)] _EnableEffectorSystem ("Enable Effector", Float) = 0
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_TintMask ("Tint Mask", 2D) = "white" {}
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_RColor ("R Color", Vector) = (0.5,0.5,0.5,1)
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_GColor ("G Color", Vector) = (0.5,0.5,0.5,1)
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_BColor ("B Color", Vector) = (0.5,0.5,0.5,1)
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_AColor ("A Color", Vector) = (0.5,0.5,0.5,1)
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_LayerTextureMask ("Layer Texture Mask", 2D) = "white" {}
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_LayerTextureMaskUVMode ("Layer Texture Mask UV Mode", Float) = 0
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_LayerTextureMaskCurveWeights ("Curve Weights", Vector) = (0.5,0.5,0.5,0.5)
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_LayerUVSource ("Detail UV Source", Float) = 0
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[Enum(Multiply2X, 0, AlphaBlend, 1, HeightBlend, 2)] _LayerBlendMode ("Layer Blend Mode", Float) = 0
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_LayerStrength ("Layer Strength", Range(0, 2)) = 1
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_LayerAlbedoStrength ("Detail Albedo Strength", Range(0, 2)) = 1
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_LayerNormalStrength ("Detail Normal Strength", Range(0, 2)) = 1
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_LayerSmoothnessRemap ("Smoothness Remap", Vector) = (0,1,0,0)
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_LayerAORemap ("Occlusion Remap", Vector) = (0,1,0,0)
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_LayerMetallicRemap ("Metallic Remap", Vector) = (0,1,0,0)
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_LayerSmoothness ("Smoothness", Range(0, 1)) = 0
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_LayerSmoothnessStrength ("Smoothness Strength", Range(0, 1)) = 1
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_LayerHeightRemap ("Height Remap", Vector) = (0,1,0,0)
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_LayerHeightContrast ("Height Contrast", Range(0.01, 0.99)) = 0.5
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_LayerMetallic ("Metallic", Range(0, 1)) = 0
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_LayerScale ("Detail UV Scale", Float) = 3
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_LayerTriplanarSpace ("Triplanar Space", Float) = 0
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_LayerTriplanarContrast ("Triplanar Contrast", Range(1, 10)) = 4
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_LayerTriplanarBaryBlend ("Triplanar Bary Blend", Range(0, 1)) = 0.9
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_LayerAlbedoMap ("Albedo/Height", 2D) = "white" {}
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_LayerAlbedoMap_P1 ("Albedo/Height", 2D) = "white" {}
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_LayerAlbedoMap_P2 ("Albedo/Height", 2D) = "white" {}
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_LayerNormalMap ("Normal", 2D) = "bump" {}
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_LayerNormalMap_P1 ("Normal", 2D) = "bump" {}
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_LayerNormalMap_P2 ("Normal", 2D) = "bump" {}
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_LayerMaskMap ("Mask Map", 2D) = "black" {}
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_LayerMaskMap_P1 ("Mask Map", 2D) = "black" {}
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_LayerMaskMap_P2 ("Mask Map", 2D) = "black" {}
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_LayerSpecularMap ("Specular Map", 2D) = "black" {}
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_LayerSpecularMap_P1 ("Specular Map", 2D) = "black" {}
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_LayerSpecularMap_P2 ("Specular Map", 2D) = "black" {}
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_LayerSpecularTint ("Specular Tint", Vector) = (1,1,1,1)
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_LayerNoiseTex ("Noise Texture", 2D) = "black" {}
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_LayerNoiseFrequency ("Noise Frequency", Float) = 1
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_LayerNoiseAmplitude ("Noise Amplitude", Range(0, 10)) = 0.5
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_LayerNoiseOffset ("Noise Offset", Float) = 0
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_LayerNoiseCenter ("Noise Center", Range(-5, 5)) = 0
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_LayerStochasticContrast ("Stochastic Contrast", Range(0.01, 0.999)) = 0.7
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_LayerStochasticScale ("Stochastic Scale", Range(0.2, 1.5)) = 0.5
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_LayerBlendTint ("Layer Blend Tint", Vector) = (1,1,1,1)
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_LayerBlendContrast ("Layer Blend Contrast", Range(0.5, 8)) = 2
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_LayerTint ("Layer Tint", Vector) = (1,1,1,1)
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_LayerAlbedoBrightness ("Layer Brightness", Range(-1, 1)) = 0
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_LayerAlbedoContrast ("Layer Contrast", Range(0, 2)) = 1
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_LayerAlbedoHue ("Layer Hue", Range(-1, 1)) = 0
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_LayerAlbedoSaturation ("Layer Saturation", Range(0, 2)) = 1
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_LayerEmissionMap ("Layer Emission Map", 2D) = "white" {}
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_LayerEmissionMap_P1 ("Layer Emission Map", 2D) = "white" {}
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_LayerEmissionMap_P2 ("Layer Emission Map", 2D) = "white" {}
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_LayerEmissionColor ("Layer Emission Color", Vector) = (0,0,0,0)
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_LayerEmissionMultiplier ("Layer Emission Multiplier", Float) = 1
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_LayerAngleMin ("Angle Minimum", Range(0, 1)) = 0.1
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_LayerAngleVector ("Angle Vector", Vector) = (0,1,0,0)
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_LayerVertexNormalBlend ("Vertex->Normal Filter", Range(0, 1)) = 0.8
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_LayerHeight ("Height Filter", Range(0, 1)) = 0
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[Enum(Top,0,Bottom,1)] _LayerInvertHeight ("Layer on", Float) = 0
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_LayerFalloff ("Angle Falloff Contrast", Range(2, 40)) = 8
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_LayerTessStrength ("Displacement Strength", Range(0, 1)) = 1
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_LayerWeightOverDistance ("Weight Over Distance", Vector) = (1,1,1,1)
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_LayerMicroShadowStrength ("Micro Shadow Strength", Range(0, 2)) = 0
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_LayerFuzzyShadingColor ("Fuzzy Shading Color", Vector) = (1,1,1,1)
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_LayerFuzzyShadingParams ("Fuzzy Shading Params", Vector) = (0.3,1,1.5,1)
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[Toggle(_LAYEREFFECTOR)] _LayerUseEffector ("Use Effector", Float) = 0
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[MaterialToggle] _LayerEffectorInvert ("Invert", Float) = 0
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_LayerFresnelColor ("Fresnel Color", Vector) = (0,0,0,0)
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_LayerFresnelBSP ("Fresnel Bias Scale Power", Vector) = (0,9,3,0)
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_LayerSparkleNoise ("Sparkle Noise", 2D) = "black" {}
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_LayerSparkleTCI ("Sparkle Tiling/Cutoff/Intensity/Emission", Vector) = (1,0.7,1,0)
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_LayerTextureRotation ("Rotation", Vector) = (0,0,0,0)
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_LayerClearCoatMap ("Clear Coat Map", 2D) = "white" {}
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_LayerClearCoatMap_P1 ("Clear Coat Map", 2D) = "white" {}
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_LayerClearCoatMap_P2 ("Clear Coat Map", 2D) = "white" {}
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_LayerClearCoatMask ("Clear Coat Mask", Range(0, 1)) = 0
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_LayerClearCoatSmoothness ("Clear Coat Smoothness", Range(0, 1)) = 1
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_LayerCheapSSSTexture ("SSS Map", 2D) = "white" {}
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_LayerCheapSSSTexture_P1 ("SSS Map", 2D) = "white" {}
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_LayerCheapSSSTexture_P2 ("SSS Map", 2D) = "white" {}
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_LayerCheapSSSTint ("SSS Tint", Vector) = (1,1,1,1)
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_LayerCheapSSSThickness ("SSS Thickness", Float) = 0
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_LayerUVSource_Ext_1 ("Detail UV Source", Float) = 0
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[Enum(Multiply2X, 0, AlphaBlend, 1, HeightBlend, 2)] _LayerBlendMode_Ext_1 ("Layer Blend Mode", Float) = 0
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_LayerStrength_Ext_1 ("Layer Strength", Range(0, 2)) = 1
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_LayerAlbedoStrength_Ext_1 ("Detail Albedo Strength", Range(0, 2)) = 1
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_LayerNormalStrength_Ext_1 ("Detail Normal Strength", Range(0, 2)) = 1
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_LayerSmoothnessRemap_Ext_1 ("Smoothness Remap", Vector) = (0,1,0,0)
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_LayerAORemap_Ext_1 ("Occlusion Remap", Vector) = (0,1,0,0)
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_LayerMetallicRemap_Ext_1 ("Metallic Remap", Vector) = (0,1,0,0)
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_LayerSmoothness_Ext_1 ("Smoothness", Range(0, 1)) = 0
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_LayerSmoothnessStrength_Ext_1 ("Smoothness Strength", Range(0, 1)) = 1
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_LayerHeightRemap_Ext_1 ("Height Remap", Vector) = (0,1,0,0)
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_LayerHeightContrast_Ext_1 ("Height Contrast", Range(0.01, 0.99)) = 0.5
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_LayerMetallic_Ext_1 ("Metallic", Range(0, 1)) = 0
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_LayerScale_Ext_1 ("Detail UV Scale", Float) = 3
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_LayerTriplanarSpace_Ext_1 ("Triplanar Space", Float) = 0
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_LayerTriplanarContrast_Ext_1 ("Triplanar Contrast", Range(1, 10)) = 4
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_LayerTriplanarBaryBlend_Ext_1 ("Triplanar Bary Blend", Range(0, 1)) = 0.9
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_LayerAlbedoMap_Ext_1 ("Albedo/Height", 2D) = "white" {}
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_LayerAlbedoMap_Ext_1_P1_Ext_1 ("Albedo/Height", 2D) = "white" {}
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_LayerAlbedoMap_Ext_1_P2_Ext_1 ("Albedo/Height", 2D) = "white" {}
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_LayerNormalMap_Ext_1 ("Normal", 2D) = "bump" {}
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_LayerNormalMap_Ext_1_P1_Ext_1 ("Normal", 2D) = "bump" {}
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_LayerNormalMap_Ext_1_P2_Ext_1 ("Normal", 2D) = "bump" {}
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_LayerMaskMap_Ext_1 ("Mask Map", 2D) = "black" {}
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_LayerMaskMap_Ext_1_P1_Ext_1 ("Mask Map", 2D) = "black" {}
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_LayerMaskMap_Ext_1_P2_Ext_1 ("Mask Map", 2D) = "black" {}
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_LayerSpecularMap_Ext_1 ("Specular Map", 2D) = "black" {}
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_LayerSpecularMap_Ext_1_P1_Ext_1 ("Specular Map", 2D) = "black" {}
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_LayerSpecularMap_Ext_1_P2_Ext_1 ("Specular Map", 2D) = "black" {}
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_LayerSpecularTint_Ext_1 ("Specular Tint", Vector) = (1,1,1,1)
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_LayerNoiseTex_Ext_1 ("Noise Texture", 2D) = "black" {}
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_LayerNoiseFrequency_Ext_1 ("Noise Frequency", Float) = 1
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_LayerNoiseAmplitude_Ext_1 ("Noise Amplitude", Range(0, 10)) = 0.5
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_LayerNoiseOffset_Ext_1 ("Noise Offset", Float) = 0
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_LayerNoiseCenter_Ext_1 ("Noise Center", Range(-5, 5)) = 0
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_LayerStochasticContrast_Ext_1 ("Stochastic Contrast", Range(0.01, 0.999)) = 0.7
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_LayerStochasticScale_Ext_1 ("Stochastic Scale", Range(0.2, 1.5)) = 0.5
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_LayerBlendTint_Ext_1 ("Layer Blend Tint", Vector) = (1,1,1,1)
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_LayerBlendContrast_Ext_1 ("Layer Blend Contrast", Range(0.5, 8)) = 2
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_LayerTint_Ext_1 ("Layer Tint", Vector) = (1,1,1,1)
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_LayerAlbedoBrightness_Ext_1 ("Layer Brightness", Range(-1, 1)) = 0
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_LayerAlbedoContrast_Ext_1 ("Layer Contrast", Range(0, 2)) = 1
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_LayerAlbedoHue_Ext_1 ("Layer Hue", Range(-1, 1)) = 0
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_LayerAlbedoSaturation_Ext_1 ("Layer Saturation", Range(0, 2)) = 1
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_LayerEmissionMap_Ext_1 ("Layer Emission Map", 2D) = "white" {}
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_LayerEmissionMap_Ext_1_P1_Ext_1 ("Layer Emission Map", 2D) = "white" {}
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_LayerEmissionMap_Ext_1_P2_Ext_1 ("Layer Emission Map", 2D) = "white" {}
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_LayerEmissionColor_Ext_1 ("Layer Emission Color", Vector) = (0,0,0,0)
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_LayerEmissionMultiplier_Ext_1 ("Layer Emission Multiplier", Float) = 1
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_LayerAngleMin_Ext_1 ("Angle Minimum", Range(0, 1)) = 0.1
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_LayerAngleVector_Ext_1 ("Angle Vector", Vector) = (0,1,0,0)
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_LayerVertexNormalBlend_Ext_1 ("Vertex->Normal Filter", Range(0, 1)) = 0.8
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_LayerHeight_Ext_1 ("Height Filter", Range(0, 1)) = 0
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[Enum(Top,0,Bottom,1)] _LayerInvertHeight_Ext_1 ("Layer on", Float) = 0
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_LayerFalloff_Ext_1 ("Angle Falloff Contrast", Range(2, 40)) = 8
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_LayerTessStrength_Ext_1 ("Displacement Strength", Range(0, 1)) = 1
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_LayerWeightOverDistance_Ext_1 ("Weight Over Distance", Vector) = (1,1,1,1)
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_LayerMicroShadowStrength_Ext_1 ("Micro Shadow Strength", Range(0, 2)) = 0
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_LayerFuzzyShadingColor_Ext_1 ("Fuzzy Shading Color", Vector) = (1,1,1,1)
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_LayerFuzzyShadingParams_Ext_1 ("Fuzzy Shading Params", Vector) = (0.3,1,1.5,1)
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[Toggle(_LAYEREFFECTOR_DEF_1)] _LayerUseEffector_Ext_1 ("Use Effector", Float) = 0
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[MaterialToggle] _LayerEffectorInvert_Ext_1 ("Invert", Float) = 0
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_LayerFresnelColor_Ext_1 ("Fresnel Color", Vector) = (0,0,0,0)
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_LayerFresnelBSP_Ext_1 ("Fresnel Bias Scale Power", Vector) = (0,9,3,0)
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_LayerSparkleNoise_Ext_1 ("Sparkle Noise", 2D) = "black" {}
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_LayerSparkleTCI_Ext_1 ("Sparkle Tiling/Cutoff/Intensity/Emission", Vector) = (1,0.7,1,0)
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_LayerTextureRotation_Ext_1 ("Rotation", Vector) = (0,0,0,0)
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_LayerClearCoatMap_Ext_1 ("Clear Coat Map", 2D) = "white" {}
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_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"
|
|
} |