Shader "NatureManufacture Shaders/Standard Shaders/Standard Metalic Snow" { Properties { _MainTex ("MainTex ", 2D) = "white" {} _Color ("Color", Vector) = (1,1,1,1) _BumpMap ("BumpMap", 2D) = "bump" {} _BumpScale ("BumpScale", Range(0, 5)) = 0 _MetalicRAmbientOcclusionGSmoothnessA ("Metalic (R) Ambient Occlusion (G) Smoothness (A)", 2D) = "white" {} _MetallicPower ("Metallic Power", Range(0, 2)) = 1 _AmbientOcclusionPower ("Ambient Occlusion Power", Range(0, 1)) = 1 _SmoothnessPower ("Smoothness Power", Range(0, 2)) = 1 _DetailMask ("DetailMask", 2D) = "white" {} _DetailAlbedoPower ("Detail Albedo Power", Range(0, 2)) = 0 _DetailMapAlbedoRNyGNxA ("Detail Map Albedo(R) Ny(G) Nx(A)", 2D) = "black" {} _DetailNormalMapScale ("DetailNormalMapScale", Range(0, 5)) = 0 [Toggle(_USESNOW_ON)] _UseSnow ("Use Snow", Float) = 1 [Toggle(_USEDYNAMICSNOWTSTATICMASKF_ON)] _UseDynamicSnowTStaticMaskF ("Use Dynamic Snow (T) Static Mask (F)", Float) = 1 _SnowMaskB ("Snow Mask (B)", 2D) = "white" {} _SnowMaskPower ("Snow Mask Power", Range(0, 10)) = 1 _Snow_Amount ("Snow_Amount", Range(0, 2)) = 0.13 _Snow_AmountGrowSpeed ("Snow_Amount Grow Speed", Range(1, 3)) = 3 _TriplanarCoverFalloff ("Triplanar Cover Falloff", Range(1, 10)) = 8 _SnowAlbedoRGB ("Snow Albedo (RGB)", 2D) = "white" {} _SnowTiling ("Snow Tiling", Range(0.0001, 100)) = 15 _SnowAlbedoColor ("Snow Albedo Color", Vector) = (1,1,1,1) _SnowNormalRGB ("Snow Normal (RGB)", 2D) = "white" {} _SnowMetalicRAmbientOcclusionGSmothnessA ("Snow Metalic (R) Ambient Occlusion(G) Smothness (A)", 2D) = "white" {} _SnowNormalScale ("Snow Normal Scale", Range(0, 5)) = 0 _SnowNormalCoverHardness ("Snow Normal Cover Hardness", Range(0, 10)) = 0 _SnowMetallicPower ("Snow Metallic Power", Range(0, 2)) = 1 _SnowAmbientOcclusionPower ("Snow Ambient Occlusion Power", Range(0, 1)) = 1 _SnowSmoothnessPower ("Snow Smoothness Power", Range(0, 2)) = 1 _SnowMaxAngle ("Snow Max Angle ", Range(0.001, 90)) = 90 _SnowHardness ("Snow Hardness", Range(1, 10)) = 5 _Snow_Min_Height ("Snow_Min_Height", Range(-1000, 10000)) = -1000 _Snow_Min_Height_Blending ("Snow_Min_Height_Blending", Range(0, 500)) = 1 _SnowHeightG ("Snow Height (G)", 2D) = "white" {} _SnowHeightSharpness ("Snow Height Sharpness", Range(0, 2)) = 0.3 [HideInInspector] _texcoord ("", 2D) = "white" {} [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 "Diffuse" }