Shader "NatureManufacture Shaders/Road/Standard_Metallic_Road_Transparent" { Properties { _AlphaNoiseTilling ("Alpha Noise Tilling", Vector) = (0,0,0,0) _MainRoadColor ("Main Road Color", Vector) = (1,1,1,1) _SecondRoadColor ("Second Road Color", Vector) = (1,1,1,1) [Toggle(_INVERTVCOLORMASKSECONDROAD_ON)] _InvertVColorMaskSecondRoad ("Invert VColor Mask Second Road", Float) = 0 _MainRoadBrightness ("Main Road Brightness", Float) = 1 _SecondRoadBrightness ("Second Road Brightness", Float) = 1 _MainTex ("Main Road Albedo_T", 2D) = "white" {} _TextureSample1 ("Second Road Albedo_T", 2D) = "white" {} [Toggle(_USESECONDROADALPHA_ON)] _UseSecondRoadAlpha ("Use Second Road Alpha", Float) = 1 _AlphaNoisePower ("Alpha Noise Power", Range(0, 5)) = 0 _BumpMap ("Main Road Normal", 2D) = "bump" {} _BumpScale ("Main Road BumpScale", Range(0, 5)) = 0 _TextureSample2 ("Second Road Normal", 2D) = "bump" {} _Float0 ("Second Road BumpScale", Range(0, 5)) = 0 _MetalicRAmbientOcclusionGHeightBEmissionA ("Main Road Metallic (R) Ambient Occlusion (G) Height (B) Smoothness (A)", 2D) = "white" {} _TextureSample3 ("Second Road Metallic (R) Ambient Occlusion (G) Height (B) Smoothness (A)", 2D) = "white" {} _MainRoadMetalicPower ("Main Road Metalic Power", Range(0, 2)) = 0 _SecondRoadMetalicPower ("Second Road Metalic Power", Range(0, 2)) = 0 _MainRoadAmbientOcclusionPower ("Main Road Ambient Occlusion Power", Range(0, 1)) = 1 _SecondRoadAmbientOcclusionPower ("Second Road Ambient Occlusion Power", Range(0, 1)) = 1 _MainRoadSmoothnessPower ("Main Road Smoothness Power", Range(0, 2)) = 1 _SecondRoadSmoothnessPower ("Second Road Smoothness Power", Range(0, 2)) = 1 _MainRoadParallaxPower ("Main Road Parallax Power", Range(-0.1, 0.1)) = 0 _SecondRoadParallaxPower ("Second Road Parallax Power", Range(-0.1, 0.1)) = 0 _DetailMask ("DetailMask (A)", 2D) = "white" {} _DetailMapAlbedoRNyGNxA ("Detail Map Albedo(R) Ny(G) Nx(A)", 2D) = "white" {} _DetailAlbedoPower ("Main Road Detail Albedo Power", Range(0, 2)) = 0 _Float1 ("Second Road Detail Albedo Power", Range(0, 2)) = 0 _DetailNormalMapScale ("Main Road DetailNormalMapScale", Range(0, 5)) = 0 _Float2 ("Second Road Detail Albedo Power", Range(0, 2)) = 0 [HideInInspector] _texcoord ("", 2D) = "white" {} [HideInInspector] __dirty ("", Float) = 1 [Header(Forward Rendering Options)] [ToggleOff] _SpecularHighlights ("Specular Highlights", Float) = 1 [ToggleOff] _GlossyReflections ("Reflections", 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; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy); } ENDHLSL } } Fallback "Diffuse" }