67 lines
2.2 KiB
GLSL
67 lines
2.2 KiB
GLSL
Shader "Tobyfredson/Detail Map Coverage" {
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Properties {
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[SingleLineTexture] [NoScaleOffset] _Albedo ("Albedo", 2D) = "white" {}
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[SingleLineTexture] [NoScaleOffset] [Normal] _NormalMap ("Normal Map", 2D) = "bump" {}
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_NormalIntensity ("Normal Intensity", Range(-3, 3)) = 1
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[SingleLineTexture] [NoScaleOffset] _MetallicAoGloss ("Metallic/Ao/Gloss", 2D) = "white" {}
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_Float3 ("Metallic", Range(0, 1)) = 0
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_Float5 ("Ambient Occlusion", Range(0, 1)) = 0
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_Float4 ("Smoothness", Range(0, 1)) = 0
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_Tiling ("Tiling", Vector) = (1,1,0,0)
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_Offset ("Offset", Vector) = (1,1,0,0)
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[SingleLineTexture] [NoScaleOffset] _DetailMask ("Detail Mask", 2D) = "white" {}
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[SingleLineTexture] [NoScaleOffset] _DetailAlbedo ("Detail Albedo", 2D) = "gray" {}
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[SingleLineTexture] [NoScaleOffset] [Normal] _DetailNormal ("Detail Normal", 2D) = "bump" {}
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_DetailNormalIntensity ("Detail Normal Intensity", Range(-3, 3)) = 1
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_TilingDetail ("Tiling Detail", Vector) = (1,1,0,0)
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_OffsetDetail ("Offset Detail", Vector) = (1,1,0,0)
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[SingleLineTexture] [NoScaleOffset] _CoverageAlbedo ("Coverage Albedo", 2D) = "white" {}
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[SingleLineTexture] [NoScaleOffset] [Normal] _CoverageNormal ("Coverage Normal", 2D) = "bump" {}
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_Float6 ("Smoothness Coverage", Range(0, 1)) = 0
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_TilingTriplanar ("Tiling Triplanar", Vector) = (1,1,0,0)
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_CoverageAmount ("Coverage Amount", Range(0, 5)) = 1
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_CoverageFalloff ("Coverage Falloff", Range(1, 5)) = 0.5
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[HideInInspector] _texcoord ("", 2D) = "white" {}
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[HideInInspector] __dirty ("", 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 frag(Vertex_Stage_Output input) : SV_TARGET
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{
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return float4(1.0, 1.0, 1.0, 1.0); // RGBA
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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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} |