90 lines
3.4 KiB
GLSL
90 lines
3.4 KiB
GLSL
Shader "NatureManufacture Shaders/Road/Standard_Metallic_Road_Transparent" {
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Properties {
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_AlphaNoiseTilling ("Alpha Noise Tilling", Vector) = (0,0,0,0)
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_MainRoadColor ("Main Road Color", Vector) = (1,1,1,1)
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_SecondRoadColor ("Second Road Color", Vector) = (1,1,1,1)
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[Toggle(_INVERTVCOLORMASKSECONDROAD_ON)] _InvertVColorMaskSecondRoad ("Invert VColor Mask Second Road", Float) = 0
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_MainRoadBrightness ("Main Road Brightness", Float) = 1
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_SecondRoadBrightness ("Second Road Brightness", Float) = 1
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_MainTex ("Main Road Albedo_T", 2D) = "white" {}
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_TextureSample1 ("Second Road Albedo_T", 2D) = "white" {}
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[Toggle(_USESECONDROADALPHA_ON)] _UseSecondRoadAlpha ("Use Second Road Alpha", Float) = 1
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_AlphaNoisePower ("Alpha Noise Power", Range(0, 5)) = 0
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_BumpMap ("Main Road Normal", 2D) = "bump" {}
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_BumpScale ("Main Road BumpScale", Range(0, 5)) = 0
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_TextureSample2 ("Second Road Normal", 2D) = "bump" {}
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_Float0 ("Second Road BumpScale", Range(0, 5)) = 0
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_MetalicRAmbientOcclusionGHeightBEmissionA ("Main Road Metallic (R) Ambient Occlusion (G) Height (B) Smoothness (A)", 2D) = "white" {}
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_TextureSample3 ("Second Road Metallic (R) Ambient Occlusion (G) Height (B) Smoothness (A)", 2D) = "white" {}
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_MainRoadMetalicPower ("Main Road Metalic Power", Range(0, 2)) = 0
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_SecondRoadMetalicPower ("Second Road Metalic Power", Range(0, 2)) = 0
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_MainRoadAmbientOcclusionPower ("Main Road Ambient Occlusion Power", Range(0, 1)) = 1
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_SecondRoadAmbientOcclusionPower ("Second Road Ambient Occlusion Power", Range(0, 1)) = 1
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_MainRoadSmoothnessPower ("Main Road Smoothness Power", Range(0, 2)) = 1
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_SecondRoadSmoothnessPower ("Second Road Smoothness Power", Range(0, 2)) = 1
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_MainRoadParallaxPower ("Main Road Parallax Power", Range(-0.1, 0.1)) = 0
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_SecondRoadParallaxPower ("Second Road Parallax Power", Range(-0.1, 0.1)) = 0
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_DetailMask ("DetailMask (A)", 2D) = "white" {}
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_DetailMapAlbedoRNyGNxA ("Detail Map Albedo(R) Ny(G) Nx(A)", 2D) = "white" {}
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_DetailAlbedoPower ("Main Road Detail Albedo Power", Range(0, 2)) = 0
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_Float1 ("Second Road Detail Albedo Power", Range(0, 2)) = 0
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_DetailNormalMapScale ("Main Road DetailNormalMapScale", Range(0, 5)) = 0
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_Float2 ("Second Road Detail Albedo Power", Range(0, 2)) = 0
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[HideInInspector] _texcoord ("", 2D) = "white" {}
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[HideInInspector] __dirty ("", Float) = 1
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[Header(Forward Rendering Options)] [ToggleOff] _SpecularHighlights ("Specular Highlights", Float) = 1
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[ToggleOff] _GlossyReflections ("Reflections", 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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float4 _MainTex_ST;
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struct Vertex_Stage_Input
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{
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Vertex_Stage_Output
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{
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float2 uv : TEXCOORD0;
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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.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
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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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Texture2D<float4> _MainTex;
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SamplerState sampler_MainTex;
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struct Fragment_Stage_Input
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{
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float2 uv : TEXCOORD0;
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};
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float4 frag(Fragment_Stage_Input input) : SV_TARGET
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{
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return _MainTex.Sample(sampler_MainTex, input.uv.xy);
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}
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ENDHLSL
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}
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}
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Fallback "Diffuse"
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} |