Shader "GPUInstancer/BOXOPHOBIC/The Vegetation Engine/Default/Leaf Subsurface Lit" { Properties { [StyledCategory(Render Settings, 5, 10)] _CategoryRender ("[ Category Render ]", Float) = 0 [Enum(Opaque,0,Transparent,1)] _RenderMode ("Render Mode", Float) = 0 [Enum(Off,0,On,1)] _RenderZWrite ("Render ZWrite", Float) = 1 [Enum(Both,0,Back,1,Front,2)] _RenderCull ("Render Faces", Float) = 0 [Enum(Flip,0,Mirror,1,Same,2)] _RenderNormals ("Render Normals", Float) = 0 [HideInInspector] _RenderQueue ("Render Queue", Float) = 0 [HideInInspector] _RenderPriority ("Render Priority", Float) = 0 [Enum(Off,0,On,1)] _RenderSpecular ("Render Specular", Float) = 1 [Enum(Off,0,On,1)] _RenderDecals ("Render Decals", Float) = 0 [Enum(Off,0,On,1)] _RenderSSR ("Render SSR", Float) = 0 [Space(10)] _RenderDirect ("Render Direct", Range(0, 1)) = 1 _RenderShadow ("Render Shadow", Range(0, 1)) = 1 _RenderAmbient ("Render Ambient", Range(0, 1)) = 1 [Enum(Off,0,On,1)] [Space(10)] _RenderClip ("Alpha Clipping", Float) = 1 [Enum(Off,0,On,1)] _RenderCoverage ("Alpha To Mask", Float) = 0 _AlphaClipValue ("Alpha Treshold", Range(0, 1)) = 0.5 _AlphaFeatherValue ("Alpha Feather", Range(0, 2)) = 0.5 [StyledSpace(10)] _SpaceRenderFade ("# Space Render Fade", Float) = 0 _FadeGlancingValue ("Fade by Glancing Angle", Range(0, 1)) = 0 _FadeCameraValue ("Fade by Camera Distance", Range(0, 1)) = 1 [StyledCategory(Global Settings)] _CategoryGlobal ("[ Category Global ]", Float) = 0 [StyledEnum(TVELayers, Default 0 Layer_1 1 Layer_2 2 Layer_3 3 Layer_4 4 Layer_5 5 Layer_6 6 Layer_7 7 Layer_8 8, 0, 0)] _LayerColorsValue ("Layer Colors", Float) = 0 [StyledEnum(TVELayers, Default 0 Layer_1 1 Layer_2 2 Layer_3 3 Layer_4 4 Layer_5 5 Layer_6 6 Layer_7 7 Layer_8 8, 0, 0)] _LayerExtrasValue ("Layer Extras", Float) = 0 [StyledEnum(TVELayers, Default 0 Layer_1 1 Layer_2 2 Layer_3 3 Layer_4 4 Layer_5 5 Layer_6 6 Layer_7 7 Layer_8 8, 0, 0)] _LayerMotionValue ("Layer Motion", Float) = 0 [StyledEnum(TVELayers, Default 0 Layer_1 1 Layer_2 2 Layer_3 3 Layer_4 4 Layer_5 5 Layer_6 6 Layer_7 7 Layer_8 8, 0, 0)] _LayerVertexValue ("Layer Vertex", Float) = 0 [StyledSpace(10)] _SpaceGlobalLayers ("# Space Global Layers", Float) = 0 [StyledMessage(Info, Procedural Variation in use. The Variation might not work as expected when switching from one LOD to another., _VertexVariationMode, 1 , 0, 10)] _MessageGlobalsVariation ("# Message Globals Variation", Float) = 0 _GlobalColors ("Global Color", Range(0, 1)) = 1 _GlobalAlpha ("Global Alpha", Range(0, 1)) = 1 _GlobalOverlay ("Global Overlay", Range(0, 1)) = 1 _GlobalWetness ("Global Wetness", Range(0, 1)) = 1 _GlobalEmissive ("Global Emissive", Range(0, 1)) = 1 _GlobalSize ("Global Size Fade", Range(0, 1)) = 1 [StyledSpace(10)] _SpaceGlobalLocals ("# Space Global Locals", Float) = 0 [StyledRemapSlider(_ColorsMaskMinValue, _ColorsMaskMaxValue, 0, 1)] _ColorsMaskRemap ("Color Mask", Vector) = (0,0,0,0) [HideInInspector] _ColorsMaskMinValue ("Color Mask Min Value", Range(0, 1)) = 0 [HideInInspector] _ColorsMaskMaxValue ("Color Mask Max Value", Range(0, 1)) = 0 _ColorsVariationValue ("Color Variation", Range(0, 1)) = 0 [StyledRemapSlider(_AlphaMaskMinValue, _AlphaMaskMaxValue, 0, 1, 10, 0)] _AlphaMaskRemap ("Alpha Mask", Vector) = (0,0,0,0) _AlphaVariationValue ("Alpha Variation", Range(0, 1)) = 1 [StyledRemapSlider(_OverlayMaskMinValue, _OverlayMaskMaxValue, 0, 1)] _OverlayMaskRemap ("Overlay Mask", Vector) = (0,0,0,0) [HideInInspector] _OverlayMaskMinValue ("Overlay Mask Min Value", Range(0, 1)) = 0.45 [HideInInspector] _OverlayMaskMaxValue ("Overlay Mask Max Value", Range(0, 1)) = 0.55 _OverlayVariationValue ("Overlay Variation", Range(0, 1)) = 0 [StyledSpace(10)] _SpaceGlobalPosition ("# Space Global Position", Float) = 0 [StyledToggle] _ColorsPositionMode ("Use Pivot Position for Colors", Float) = 0 [StyledToggle] _ExtrasPositionMode ("Use Pivot Position for Extras", Float) = 0 [StyledCategory(Main Settings)] _CategoryMain ("[Category Main ]", Float) = 0 [StyledTextureSingleLine] [NoScaleOffset] _MainAlbedoTex ("Main Albedo", 2D) = "white" {} [StyledTextureSingleLine] [NoScaleOffset] _MainNormalTex ("Main Normal", 2D) = "bump" {} [StyledTextureSingleLine] [NoScaleOffset] _MainMaskTex ("Main Mask", 2D) = "white" {} [Space(10)] [StyledVector(9)] _MainUVs ("Main UVs", Vector) = (1,1,0,0) [HDR] _MainColor ("Main Color", Vector) = (1,1,1,1) _MainNormalValue ("Main Normal", Range(-8, 8)) = 1 _MainOcclusionValue ("Main Occlusion", Range(0, 1)) = 0 _MainSmoothnessValue ("Main Smoothness", Range(0, 1)) = 0 [StyledCategory(Detail Settings)] _CategoryDetail ("[ Category Detail ]", Float) = 0 [Enum(Off,0,On,1)] _DetailMode ("Detail Mode", Float) = 0 [Enum(Overlay,0,Replace,1)] _DetailBlendMode ("Detail Blend", Float) = 1 [Enum(Vertex Blue,0,Projection,1)] _DetailTypeMode ("Detail Type", Float) = 0 [StyledRemapSlider(_DetailBlendMinValue, _DetailBlendMaxValue,0,1)] _DetailBlendRemap ("Detail Blending", Vector) = (0,0,0,0) [StyledCategory(Occlusion Settings)] _CategoryOcclusion ("[ Category Occlusion ]", Float) = 0 [HDR] _VertexOcclusionColor ("Vertex Occlusion Color", Vector) = (1,1,1,1) [StyledRemapSlider(_VertexOcclusionMinValue, _VertexOcclusionMaxValue, 0, 1)] _VertexOcclusionRemap ("Vertex Occlusion Mask", Vector) = (0,0,0,0) [HideInInspector] _VertexOcclusionMinValue ("Vertex Occlusion Min Value", Range(0, 1)) = 0 [HideInInspector] _VertexOcclusionMaxValue ("Vertex Occlusion Max Value", Range(0, 1)) = 1 [StyledCategory(Subsurface Settings)] _CategorySubsurface ("[ Category Subsurface ]", Float) = 0 _SubsurfaceValue ("Subsurface Intensity", Range(0, 1)) = 1 [HDR] _SubsurfaceColor ("Subsurface Color", Vector) = (0.4,0.4,0.1,1) [StyledRemapSlider(_SubsurfaceMaskMinValue, _SubsurfaceMaskMaxValue,0,1)] _SubsurfaceMaskRemap ("Subsurface Mask", Vector) = (0,0,0,0) [HideInInspector] _SubsurfaceMaskMinValue ("Subsurface Mask Min Value", Range(0, 1)) = 0 [HideInInspector] _SubsurfaceMaskMaxValue ("Subsurface Mask Max Value", Range(0, 1)) = 1 [Space(10)] [DiffusionProfile] _SubsurfaceDiffusion ("Subsurface Diffusion", Float) = 0 [HideInInspector] _SubsurfaceDiffusion_Asset ("Subsurface Diffusion", Vector) = (0,0,0,0) [Space(10)] [ASEDiffusionProfile(_SubsurfaceDiffusion)] [HideInInspector] _SubsurfaceDiffusion_asset ("Subsurface Diffusion", Vector) = (0,0,0,0) [HideInInspector] _texcoord ("", 2D) = "white" {} [Space(10)] _SubsurfaceScatteringValue ("Subsurface Scattering", Range(0, 16)) = 2 _SubsurfaceAngleValue ("Subsurface Angle", Range(1, 16)) = 8 _SubsurfaceNormalValue ("Subsurface Normal", Range(0, 1)) = 0 _SubsurfaceDirectValue ("Subsurface Direct", Range(0, 1)) = 1 _SubsurfaceAmbientValue ("Subsurface Ambient", Range(0, 1)) = 0.2 _SubsurfaceShadowValue ("Subsurface Shadow", Range(0, 1)) = 1 [StyledCategory(Gradient Settings)] _CategoryGradient ("[ Category Gradient ]", Float) = 0 [HDR] _GradientColorOne ("Gradient Color One", Vector) = (1,1,1,1) [HDR] _GradientColorTwo ("Gradient Color Two", Vector) = (1,1,1,1) [StyledRemapSlider(_GradientMinValue, _GradientMaxValue, 0, 1)] _GradientMaskRemap ("Gradient Mask", Vector) = (0,0,0,0) [HideInInspector] _GradientMinValue ("Gradient Mask Min", Range(0, 1)) = 0 [HideInInspector] _GradientMaxValue ("Gradient Mask Max ", Range(0, 1)) = 1 [StyledCategory(Noise Settings)] _CategoryNoise ("[ Category Noise ]", Float) = 0 [StyledRemapSlider(_NoiseMinValue, _NoiseMaxValue, 0, 1)] _NoiseMaskRemap ("Noise Mask", Vector) = (0,0,0,0) [StyledCategory(Emissive Settings)] _CategoryEmissive ("[ Category Emissive]", Float) = 0 [Space(10)] [StyledTextureSingleLine] [NoScaleOffset] _EmissiveTex ("Emissive Texture", 2D) = "white" {} [Space(10)] [StyledVector(9)] _EmissiveUVs ("Emissive UVs", Vector) = (1,1,0,0) [Enum(None,0,Any,10,Baked,20,Realtime,30)] _EmissiveFlagMode ("Emissive Baking", Float) = 0 [HDR] _EmissiveColor ("Emissive Color", Vector) = (0,0,0,0) [StyledEmissiveIntensity] _EmissiveIntensityParams ("Emissive Intensity", Vector) = (1,1,1,0) [StyledCategory(Perspective Settings)] _CategoryPerspective ("[ Category Perspective ]", Float) = 0 [StyledCategory(Size Fade Settings)] _CategorySizeFade ("[ Category Size Fade ]", Float) = 0 [StyledMessage(Info, The Size Fade feature is recommended to be used to fade out vegetation at a distance in combination with the LOD Groups or with a 3rd party culling system., _SizeFadeMode, 1, 0, 10)] _MessageSizeFade ("# Message Size Fade", Float) = 0 [StyledCategory(Motion Settings)] _CategoryMotion ("[ Category Motion ]", Float) = 0 [StyledMessage(Info, Procedural variation in use. Use the Scale settings if the Variation is splitting the mesh., _VertexVariationMode, 1 , 0, 10)] _MessageMotionVariation ("# Message Motion Variation", Float) = 0 _MotionFacingValue ("Motion Directional Mask", Range(0, 1)) = 1 [StyledSpace(10)] _SpaceMotionGlobals ("# SpaceMotionGlobals", Float) = 0 _MotionAmplitude_10 ("Motion Bending", Range(0, 2)) = 0.2 [IntRange] _MotionSpeed_10 ("Motion Speed", Range(0, 40)) = 2 _MotionScale_10 ("Motion Scale", Range(0, 20)) = 0 _MotionVariation_10 ("Motion Variation", Range(0, 20)) = 0 [Space(10)] _MotionAmplitude_20 ("Motion Squash", Range(0, 2)) = 0.2 _MotionAmplitude_22 ("Motion Rolling", Range(0, 2)) = 0.2 [IntRange] _MotionSpeed_20 ("Motion Speed", Range(0, 40)) = 6 _MotionScale_20 ("Motion Scale", Range(0, 20)) = 0.5 _MotionVariation_20 ("Motion Variation", Range(0, 20)) = 0 [Space(10)] _MotionAmplitude_32 ("Motion Flutter", Range(0, 2)) = 0.2 [IntRange] _MotionSpeed_32 ("Motion Speed", Range(0, 40)) = 20 _MotionScale_32 ("Motion Scale", Range(0, 20)) = 10 _MotionVariation_32 ("Motion Variation", Range(0, 20)) = 0 [Space(10)] _InteractionAmplitude ("Interaction Amplitude", Range(0, 2)) = 1 _InteractionMaskValue ("Interaction Use Mask", Range(0, 1)) = 1 [StyledSpace(10)] _SpaceMotionLocals ("# SpaceMotionLocals", Float) = 0 [StyledToggle] _MotionValue_20 ("Use Branch Motion Settings", Float) = 1 [StyledToggle] _MotionValue_30 ("Use Flutter Motion Settings", Float) = 1 [StyledToggle] [HideInInspector] _VertexPivotMode ("Enable Pre Baked Pivots", Float) = 0 [StyledToggle] [HideInInspector] _VertexDataMode ("Enable Batching Support", Float) = 0 [StyledToggle] [HideInInspector] _VertexDynamicMode ("Enable Dynamic Support", Float) = 0 [HideInInspector] _render_normals ("_render_normals", Vector) = (1,1,1,0) [HideInInspector] _Cutoff ("Legacy Cutoff", Float) = 0.5 [HideInInspector] _Color ("Legacy Color", Vector) = (0,0,0,0) [HideInInspector] _MainTex ("Legacy MainTex", 2D) = "white" {} [HideInInspector] _BumpMap ("Legacy BumpMap", 2D) = "white" {} [HideInInspector] _LayerReactValue ("Legacy Layer React", Float) = 0 [HideInInspector] _VertexRollingMode ("Legacy Vertex Rolling", Float) = 1 [HideInInspector] _MaxBoundsInfo ("Legacy Bounds Info", Vector) = (1,1,1,1) [HideInInspector] _VertexVariationMode ("_VertexVariationMode", Float) = 0 [HideInInspector] _VertexMasksMode ("_VertexMasksMode", Float) = 0 [HideInInspector] _IsTVEShader ("_IsTVEShader", Float) = 1 [HideInInspector] _IsVersion ("_IsVersion", Float) = 710 [HideInInspector] _HasEmissive ("_HasEmissive", Float) = 0 [HideInInspector] _HasGradient ("_HasGradient", Float) = 0 [HideInInspector] _HasOcclusion ("_HasOcclusion", Float) = 0 [Header(Translucency)] _Translucency ("Strength", Range(0, 50)) = 1 _TransNormalDistortion ("Normal Distortion", Range(0, 1)) = 0.1 _TransScattering ("Scaterring Falloff", Range(1, 50)) = 2 _TransDirect ("Direct", Range(0, 1)) = 1 _TransAmbient ("Ambient", Range(0, 1)) = 0.2 _TransShadow ("Shadow", Range(0, 1)) = 0.9 [HideInInspector] _IsLeafShader ("_IsLeafShader", Float) = 1 [HideInInspector] _IsSubsurfaceShader ("_IsSubsurfaceShader", Float) = 1 [HideInInspector] _render_cull ("_render_cull", Float) = 0 [HideInInspector] _render_src ("_render_src", Float) = 5 [HideInInspector] _render_dst ("_render_dst", Float) = 10 [HideInInspector] _render_zw ("_render_zw", Float) = 1 [HideInInspector] _render_coverage ("_render_coverage", Float) = 0 [HideInInspector] __dirty ("", Float) = 1 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; float4 _MainTex_ST; struct Vertex_Stage_Input { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct Vertex_Stage_Output { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } Texture2D _MainTex; SamplerState sampler_MainTex; float4 _Color; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color; } ENDHLSL } } Fallback "Hidden/BOXOPHOBIC/The Vegetation Engine/Fallback" //CustomEditor "TVEShaderCoreGUI" }