Files
UltimateFishing2020/Assets/Shader/The Domaginarium_Versatile Skin Shader.shader
2026-03-04 10:03:45 +08:00

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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"
}