65 lines
1.8 KiB
GLSL
65 lines
1.8 KiB
GLSL
Shader "KriptoFX/KWS/Decal/Lit" {
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Properties {
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_SurfaceDisplacement ("SurfaceDisplacement", Float) = 1
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_Color ("Color", Vector) = (1,1,1,0)
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[NoScaleOffset] _Albedo ("Albedo", 2D) = "white" {}
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_Offset ("Offset", Vector) = (0,0,0,0)
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_Tiling ("Tiling", Vector) = (1,1,0,0)
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[Toggle(_ANTI_TAILING)] _ANTI_TAILING ("Anti-Tailing", Float) = 0
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[Toggle(_USE_METALLIC_GLOSS_MAP)] _USE_METALLIC_GLOSS_MAP ("Use Metallic Gloss Map", Float) = 0
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[NoScaleOffset] _Metallic_Gloss_Map ("Metallic Gloss Map", 2D) = "white" {}
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_Metallic ("Metallic", Float) = 0
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_Smoothness ("Smoothness", Float) = 0.5
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[Toggle(_USE_NORMAL)] _USE_NORMAL ("Use Normal", Float) = 0
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[NoScaleOffset] [Normal] _Normal_Map ("Normal Map", 2D) = "bump" {}
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_Normal_Strength ("Normal Strength", Float) = 1
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[Toggle(_USE_MASK)] _USE_MASK ("Use Mask", Float) = 0
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[NoScaleOffset] _Mask ("Mask", 2D) = "white" {}
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_Mask_Remap ("Mask Remap", Vector) = (1,1,0,0)
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[HideInInspector] _BUILTIN_QueueOffset ("Float", Float) = 0
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[HideInInspector] _BUILTIN_QueueControl ("Float", Float) = -1
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType"="Opaque" }
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LOD 200
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4x4 unity_ObjectToWorld;
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float4x4 unity_MatrixVP;
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struct Vertex_Stage_Input
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{
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float4 pos : POSITION;
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};
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struct Vertex_Stage_Output
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{
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float4 pos : SV_POSITION;
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};
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Vertex_Stage_Output vert(Vertex_Stage_Input input)
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{
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Vertex_Stage_Output output;
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output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
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return output;
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}
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float4 _Color;
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float4 frag(Vertex_Stage_Output input) : SV_TARGET
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{
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return _Color; // RGBA
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}
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ENDHLSL
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}
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}
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Fallback "Hidden/Shader Graph/FallbackError"
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//CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
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} |