Shader "The Domaginarium/Versatile Skin Shader" { Properties { _SkinTint ("Skin Tint", Vector) = (1,1,1,1) _SkinMap ("Skin Map", 2D) = "white" {} _SkinMapSaturation ("Skin Map Saturation", Range(0, 1)) = 0 _SkinDiffusePower ("Skin Diffuse Power", Range(0, 1)) = 1 _Metallic ("Metallic", Range(0, 1)) = 0 _Gloss ("Gloss", Range(0, 1)) = 1 _MetallicMap ("Metallic Map", 2D) = "white" {} _BumpMap ("Normal Map", 2D) = "bump" {} _NormalAmount ("Normal Amount", Float) = 1 _DetailNormal ("Detail Normal", 2D) = "bump" {} _DetailNormalAmount ("Detail Normal Amount", Float) = 1 _EmissiveColor ("Emissive Color", Vector) = (1,1,1,1) _EmissiveMap ("Emissive Map", 2D) = "black" {} _EmissiveValue ("Emissive Value", Float) = 0 _SSSColor ("SSS Color", Vector) = (1,1,1,1) _SSSValue ("SSS Value", Range(0, 1)) = 0 _SSSSecondaryValue ("SSS Secondary Value", Range(0, 1)) = 0 _SSSScatterMap ("SSS/Scatter Map", 2D) = "white" {} _SSSMapSaturation ("SSS Map Saturation", Range(0, 1)) = 0 _ScatterMapSaturation ("Scatter Map Saturation", Range(0, 1)) = 0 _BackScatterColor ("Back Scatter Color", Vector) = (0.5,0.5,0.5,1) _BackScatter ("Back Scatter", Range(0, 1)) = 0 _BackScatterValue ("Back Scatter Value", Range(0, 1)) = 1 _FrontalScatterColor ("Frontal Scatter Color", Vector) = (1,0.3103448,0,1) _FrontalScatter ("Frontal Scatter", Range(0, 1)) = 1 _FrontalScatterValue ("Frontal Scatter Value", Range(0, 1)) = 0.8574594 _PeachFuzzColor ("PeachFuzz Color", Vector) = (0.5,0.5,0.5,1) _PeachFuzz ("PeachFuzz", Range(0, 1)) = 0 _PeachFuzzValue ("PeachFuzz Value", Range(0, 1)) = 0.5 _OutlineColor ("Outline Color", Vector) = (0.5,0.5,0.5,1) _Outline ("Outline", Range(0, 1)) = 0 } //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 "Diffuse" //CustomEditor "ShaderForgeMaterialInspector" }