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

189 lines
11 KiB
GLSL

Shader "Shader Graphs/RL_SkinShader_Variants_HDRP" {
Properties {
[NoScaleOffset] _DiffuseMap ("Diffuse Map", 2D) = "white" {}
_DiffuseColor ("Diffuse Color", Vector) = (1,1,1,0)
[NoScaleOffset] _MaskMap ("Mask Map", 2D) = "white" {}
_AOStrength ("Ambient Occlusion Strength", Range(0, 1)) = 1
_SmoothnessPower ("Smoothness Power", Range(0.5, 2)) = 1
_SmoothnessMin ("Smoothness Min", Range(0, 1)) = 0
_SmoothnessMax ("Smoothness Max", Range(0, 1)) = 0.8
[NoScaleOffset] [Normal] _NormalMap ("Normal Map", 2D) = "bump" {}
_NormalStrength ("Normal Strength", Range(0, 2)) = 1
[NoScaleOffset] _MicroNormalMap ("Micro Normal Map", 2D) = "white" {}
_MicroNormalStrength ("Micro Normal Strength", Range(0, 2)) = 0.5
_MicroNormalTiling ("Micro Normal Tiling", Range(0, 50)) = 25
[NoScaleOffset] _SSSMap ("Subsurface Map", 2D) = "white" {}
_SubsurfaceScale ("Subsurface Scale", Range(0, 2)) = 1
[NoScaleOffset] _ThicknessMap ("Thickness Map", 2D) = "white" {}
_ThicknessScale ("Thickness Max", Range(0, 1)) = 0.9
_ThicknessScaleMin ("Thickness Min", Range(0, 1)) = 0.4
[NoScaleOffset] _EmissionMap ("Emission Map", 2D) = "white" {}
[HDR] _EmissiveColor ("Emissive Color", Vector) = (0,0,0,0)
[NoScaleOffset] _RGBAMask ("RGBA/NMUIL Mask", 2D) = "black" {}
_MicroSmoothnessMod ("Micro Smoothness Mod", Range(-1.5, 1.5)) = 0
_RSmoothnessMod ("R (Nose) Smoothness Mod", Range(-1.5, 1.5)) = 0
_GSmoothnessMod ("G (Mouth) Smoothness Mod", Range(-1.5, 1.5)) = 0
_BSmoothnessMod ("B (Upper Lid) Smoothness Mod", Range(-1.5, 1.5)) = 0
_ASmoothnessMod ("A (Inner Lid) Smoothness Mod", Range(-1.5, 1.5)) = 0
_UnmaskedSmoothnessMod ("Unmasked Smoothness Mod", Range(-1.5, 1.5)) = 0
_RScatterScale ("R (Nose) Scatter Scale", Range(0, 2)) = 1
_GScatterScale ("G (Mouth) Scatter Scale", Range(0, 2)) = 1
_BScatterScale ("B (Upper Lid) Scatter Scale", Range(0, 2)) = 1
_AScatterScale ("A (Inner Lid) Scatter Scale", Range(0, 2)) = 1
_UnmaskedScatterScale ("Unmasked Scatter Scale", Range(0, 2)) = 1
[NoScaleOffset] _ColorBlendMap ("Color Blend Map (Head)", 2D) = "grey" {}
_ColorBlendStrength ("Color Blend Strength (Head)", Range(0, 1)) = 0.5
[NoScaleOffset] [Normal] _NormalBlendMap ("Normal Blend Map (Head)", 2D) = "bump" {}
_NormalBlendStrength ("Normal Blend Strength (Head)", Range(0, 2)) = 0.5
[NoScaleOffset] _MNAOMap ("Cavity AO Map (Head)", 2D) = "white" {}
_MouthCavityAO ("Mouth Cavity AO", Range(0.1, 5)) = 2.5
_NostrilCavityAO ("Nostril Cavity AO", Range(0.1, 5)) = 2.5
_LipsCavityAO ("Lips Cavity AO", Range(0.1, 5)) = 2.5
[NoScaleOffset] _CFULCMask ("CFULC Mask (Head)", 2D) = "black" {}
_CheekSmoothnessMod ("Cheek Smoothness Mod", Range(-1.5, 1.5)) = 0
_ForeheadSmoothnessMod ("Forehead Smoothness Mod", Range(-1.5, 1.5)) = 0
_UpperLipSmoothnessMod ("Upper Lip Smoothness Mod", Range(-1.5, 1.5)) = 0
_ChinSmoothnessMod ("Chin Smoothness Mod", Range(-1.5, 1.5)) = 0
_CheekScatterScale ("Cheek Scatter Scale", Range(0, 2)) = 1
_ForeheadScatterScale ("Forehead Scatter Scale", Range(0, 2)) = 1
_UpperLipScatterScale ("Upper Lip Scatter Scale", Range(0, 2)) = 1
_ChinScatterScale ("Chin Scatter Scale", Range(0, 2)) = 1
[NoScaleOffset] _EarNeckMask ("Ear Neck Mask (Head)", 2D) = "black" {}
_EarSmoothnessMod ("Ear Smoothness Mod", Range(-1.5, 1.5)) = 0
_NeckSmoothnessMod ("Neck Smoothness Mod", Range(-1.5, 1.5)) = 0
_EarScatterScale ("Ear Scatter Scale", Range(0, 2)) = 1
_NeckScatterScale ("Neck Scatter Scale", Range(0, 2)) = 1
[NoScaleOffset] _WrinkleMaskSet1A ("Wrinkle Mask Set 1A", 2D) = "black" {}
[NoScaleOffset] _WrinkleMaskSet1B ("Wrinkle Mask Set 1B", 2D) = "black" {}
[NoScaleOffset] _WrinkleMaskSet2 ("Wrinkle Mask Set 2", 2D) = "black" {}
[NoScaleOffset] _WrinkleMaskSet3 ("Wrinkle Mask Set 3", 2D) = "black" {}
[NoScaleOffset] _WrinkleMaskSet123 ("Wrinkle Mask Set 123", 2D) = "black" {}
[NoScaleOffset] _WrinkleDiffuseBlend1 ("Wrinkle Diffuse Blend 1", 2D) = "white" {}
[NoScaleOffset] _WrinkleDiffuseBlend2 ("Wrinkle Diffuse Blend 2", 2D) = "white" {}
[NoScaleOffset] _WrinkleDiffuseBlend3 ("Wrinkle Diffuse Blend 3", 2D) = "white" {}
[NoScaleOffset] _WrinkleRoughnessBlend1 ("Wrinkle Roughness Blend 1", 2D) = "grey" {}
[NoScaleOffset] _WrinkleRoughnessBlend2 ("Wrinkle Roughness Blend 2", 2D) = "grey" {}
[NoScaleOffset] _WrinkleRoughnessBlend3 ("Wrinkle Roughness Blend 3", 2D) = "grey" {}
[NoScaleOffset] [Normal] _WrinkleNormalBlend1 ("Wrinkle Normal Blend 1", 2D) = "bump" {}
[NoScaleOffset] [Normal] _WrinkleNormalBlend2 ("Wrinkle Normal Blend 2", 2D) = "bump" {}
[NoScaleOffset] [Normal] _WrinkleNormalBlend3 ("Wrinkle Normal Blend 3", 2D) = "bump" {}
[NoScaleOffset] _WrinkleFlowMap1 ("Wrinkle Flow Map 1", 2D) = "white" {}
[NoScaleOffset] _WrinkleFlowMap2 ("Wrinkle Flow Map 2", 2D) = "white" {}
[NoScaleOffset] _WrinkleFlowMap3 ("Wrinkle Flow Map 3", 2D) = "white" {}
_WrinkleValueSet1AL ("Wrinkle Value Set 1A Left", Vector) = (0,0,0,0)
_WrinkleValueSet1BL ("Wrinkle Value Set 1B Left", Vector) = (0,0,0,0)
_WrinkleValueSet2L ("Wrinkle Value Set 2 Left", Vector) = (0,0,0,0)
_WrinkleValueSet3L ("Wrinkle Value Set 3 Left", Vector) = (0,0,0,0)
_WrinkleValueSet12CL ("Wrinkle Value Set 12C Left", Vector) = (0,0,0,0)
_WrinkleValueSet1AR ("Wrinkle Value Set 1A Right", Vector) = (0,0,0,0)
_WrinkleValueSet1BR ("Wrinkle Value Set 1B Right", Vector) = (0,0,0,0)
_WrinkleValueSet2R ("Wrinkle Value Set 2 Right", Vector) = (0,0,0,0)
_WrinkleValueSet3R ("Wrinkle Value Set 3 Right", Vector) = (0,0,0,0)
_WrinkleValueSet12CR ("Wrinkle Value Set 12C Right", Vector) = (0,0,0,0)
_WrinkleValueSet3DB ("Wrinkle Value Set 3D Both", Vector) = (0,0,0,0)
[Toggle] BOOLEAN_IS_HEAD ("Is Head", Float) = 1
_WrinkleValueSetBCCB ("Wrinkle Value Set BCC Both", Vector) = (0,0,0,0)
[Toggle] BOOLEAN_USE_WRINKLE ("Use Wrinkle", Float) = 0
[HideInInspector] _DiffusionProfileHash ("Float", Float) = 0
[HideInInspector] _DiffusionProfileAsset ("Vector4", Vector) = (0,0,0,0)
[HideInInspector] _EmissionColor ("Color", Vector) = (1,1,1,1)
[HideInInspector] _RenderQueueType ("Float", Float) = 1
[ToggleUI] [HideInInspector] _AddPrecomputedVelocity ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _DepthOffsetEnable ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _ConservativeDepthOffsetEnable ("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] _DoubleSidedEnable ("Boolean", Float) = 0
[Enum(Flip, 0, Mirror, 1, None, 2)] [HideInInspector] _DoubleSidedNormalMode ("Float", Float) = 2
[HideInInspector] _DoubleSidedConstants ("Vector4", Vector) = (1,1,-1,0)
[Enum(Auto, 0, On, 1, Off, 2)] [HideInInspector] _DoubleSidedGIMode ("Float", Float) = 0
[ToggleUI] [HideInInspector] _TransparentDepthPrepassEnable ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _TransparentDepthPostpassEnable ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _PerPixelSorting ("Boolean", Float) = 0
[HideInInspector] _SurfaceType ("Float", Float) = 0
[HideInInspector] _BlendMode ("Float", Float) = 0
[HideInInspector] _SrcBlend ("Float", Float) = 1
[HideInInspector] _DstBlend ("Float", Float) = 0
[HideInInspector] _DstBlend2 ("Float", Float) = 0
[HideInInspector] _AlphaSrcBlend ("Float", Float) = 1
[HideInInspector] _AlphaDstBlend ("Float", Float) = 0
[ToggleUI] [HideInInspector] _ZWrite ("Boolean", Float) = 1
[ToggleUI] [HideInInspector] _TransparentZWrite ("Boolean", Float) = 0
[HideInInspector] _CullMode ("Float", Float) = 2
[ToggleUI] [HideInInspector] _EnableFogOnTransparent ("Boolean", Float) = 1
[HideInInspector] _CullModeForward ("Float", Float) = 2
[Enum(Front, 1, Back, 2)] [HideInInspector] _TransparentCullMode ("Float", Float) = 2
[Enum(UnityEngine.Rendering.HighDefinition.OpaqueCullMode)] [HideInInspector] _OpaqueCullMode ("Float", Float) = 2
[HideInInspector] _ZTestDepthEqualForOpaque ("Float", Float) = 3
[Enum(UnityEngine.Rendering.CompareFunction)] [HideInInspector] _ZTestTransparent ("Float", Float) = 4
[ToggleUI] [HideInInspector] _TransparentBackfaceEnable ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _RequireSplitLighting ("Boolean", Float) = 1
[ToggleUI] [HideInInspector] _ReceivesSSR ("Boolean", Float) = 1
[ToggleUI] [HideInInspector] _ReceivesSSRTransparent ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _EnableBlendModePreserveSpecularLighting ("Boolean", Float) = 1
[ToggleUI] [HideInInspector] _SupportDecals ("Boolean", Float) = 1
[ToggleUI] [HideInInspector] _ExcludeFromTUAndAA ("Boolean", Float) = 0
[HideInInspector] _StencilRef ("Float", Float) = 4
[HideInInspector] _StencilWriteMask ("Float", Float) = 6
[HideInInspector] _StencilRefDepth ("Float", Float) = 8
[HideInInspector] _StencilWriteMaskDepth ("Float", Float) = 9
[HideInInspector] _StencilRefMV ("Float", Float) = 40
[HideInInspector] _StencilWriteMaskMV ("Float", Float) = 41
[HideInInspector] _StencilRefDistortionVec ("Float", Float) = 4
[HideInInspector] _StencilWriteMaskDistortionVec ("Float", Float) = 4
[HideInInspector] _StencilWriteMaskGBuffer ("Float", Float) = 15
[HideInInspector] _StencilRefGBuffer ("Float", Float) = 14
[HideInInspector] _ZTestGBuffer ("Float", Float) = 4
[ToggleUI] [HideInInspector] _RayTracing ("Boolean", Float) = 0
[Enum(None, 0, Planar, 1, Sphere, 2, Thin, 3)] [HideInInspector] _RefractionModel ("Float", Float) = 0
[Enum(SubsurfaceScattering, 0)] [HideInInspector] _MaterialID ("_MaterialID", Float) = 0
[HideInInspector] _MaterialTypeMask ("_MaterialTypeMask", Float) = 1
[ToggleUI] [HideInInspector] _TransmissionEnable ("Boolean", Float) = 1
[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;
struct Vertex_Stage_Input
{
float4 pos : POSITION;
};
struct Vertex_Stage_Output
{
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
float4 frag(Vertex_Stage_Output input) : SV_TARGET
{
return float4(1.0, 1.0, 1.0, 1.0); // RGBA
}
ENDHLSL
}
}
Fallback "Hidden/Shader Graph/FallbackError"
//CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
}