76 lines
2.4 KiB
Plaintext
76 lines
2.4 KiB
Plaintext
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"
|
|
} |