LethalCompany/Lethal Company/ExportedProject/Assets/Shader/HDRP_Lit.shader

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2023-12-22 22:51:17 +00:00
Shader "HDRP/Lit" {
Properties {
_BaseColor ("BaseColor", Vector) = (1,1,1,1)
_BaseColorMap ("BaseColorMap", 2D) = "white" {}
[HideInInspector] _BaseColorMap_MipInfo ("_BaseColorMap_MipInfo", Vector) = (0,0,0,0)
_Metallic ("_Metallic", Range(0, 1)) = 0
_Smoothness ("Smoothness", Range(0, 1)) = 0.5
_MaskMap ("MaskMap", 2D) = "white" {}
_MetallicRemapMin ("MetallicRemapMin", Float) = 0
_MetallicRemapMax ("MetallicRemapMax", Float) = 1
_SmoothnessRemapMin ("SmoothnessRemapMin", Float) = 0
_SmoothnessRemapMax ("SmoothnessRemapMax", Float) = 1
_AlphaRemapMin ("AlphaRemapMin", Float) = 0
_AlphaRemapMax ("AlphaRemapMax", Float) = 1
_AORemapMin ("AORemapMin", Float) = 0
_AORemapMax ("AORemapMax", Float) = 1
_NormalMap ("NormalMap", 2D) = "bump" {}
_NormalMapOS ("NormalMapOS", 2D) = "white" {}
_NormalScale ("_NormalScale", Range(0, 8)) = 1
_BentNormalMap ("_BentNormalMap", 2D) = "bump" {}
_BentNormalMapOS ("_BentNormalMapOS", 2D) = "white" {}
_HeightMap ("HeightMap", 2D) = "black" {}
[HideInInspector] _HeightAmplitude ("Height Amplitude", Float) = 0.02
[HideInInspector] _HeightCenter ("Height Center", Range(0, 1)) = 0.5
[Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization ("Heightmap Parametrization", Float) = 0
_HeightOffset ("Height Offset", Float) = 0
_HeightMin ("Heightmap Min", Float) = -1
_HeightMax ("Heightmap Max", Float) = 1
_HeightTessAmplitude ("Amplitude", Float) = 2
_HeightTessCenter ("Height Center", Range(0, 1)) = 0.5
_HeightPoMAmplitude ("Height Amplitude", Float) = 2
_DetailMap ("DetailMap", 2D) = "linearGrey" {}
_DetailAlbedoScale ("_DetailAlbedoScale", Range(0, 2)) = 1
_DetailNormalScale ("_DetailNormalScale", Range(0, 2)) = 1
_DetailSmoothnessScale ("_DetailSmoothnessScale", Range(0, 2)) = 1
_TangentMap ("TangentMap", 2D) = "bump" {}
_TangentMapOS ("TangentMapOS", 2D) = "white" {}
_Anisotropy ("Anisotropy", Range(-1, 1)) = 0
_AnisotropyMap ("AnisotropyMap", 2D) = "white" {}
_SubsurfaceMask ("Subsurface Radius", Range(0, 1)) = 1
_SubsurfaceMaskMap ("Subsurface Radius Map", 2D) = "white" {}
_TransmissionMask ("Transmission Mask", Range(0, 1)) = 1
_TransmissionMaskMap ("Transmission Mask Map", 2D) = "white" {}
_Thickness ("Thickness", Float) = 1
_ThicknessMap ("Thickness Map", 2D) = "white" {}
_ThicknessRemap ("Thickness Remap", Vector) = (0,1,0,0)
_IridescenceThickness ("Iridescence Thickness", Range(0, 1)) = 1
_IridescenceThicknessMap ("Iridescence Thickness Map", 2D) = "white" {}
_IridescenceThicknessRemap ("Iridescence Thickness Remap", Vector) = (0,1,0,0)
_IridescenceMask ("Iridescence Mask", Range(0, 1)) = 1
_IridescenceMaskMap ("Iridescence Mask Map", 2D) = "white" {}
_CoatMask ("Coat Mask", Range(0, 1)) = 0
_CoatMaskMap ("CoatMaskMap", 2D) = "white" {}
[ToggleUI] _EnergyConservingSpecularColor ("_EnergyConservingSpecularColor", Float) = 1
_SpecularColor ("SpecularColor", Vector) = (1,1,1,1)
_SpecularColorMap ("SpecularColorMap", 2D) = "white" {}
[Enum(Off, 0, From Ambient Occlusion, 1, From AO and Bent Normals, 2)] _SpecularOcclusionMode ("Specular Occlusion Mode", Float) = 1
[HDR] _EmissiveColor ("EmissiveColor", Vector) = (0,0,0,1)
[HideInInspector] _EmissiveColorLDR ("EmissiveColor LDR", Vector) = (0,0,0,1)
_EmissiveColorMap ("EmissiveColorMap", 2D) = "white" {}
[ToggleUI] _AlbedoAffectEmissive ("Albedo Affect Emissive", Float) = 0
_EmissiveIntensityUnit ("Emissive Mode", Float) = 0
[ToggleUI] _UseEmissiveIntensity ("Use Emissive Intensity", Float) = 0
_EmissiveIntensity ("Emissive Intensity", Float) = 1
_EmissiveExposureWeight ("Emissive Pre Exposure", Range(0, 1)) = 1
[ToggleUI] _UseShadowThreshold ("_UseShadowThreshold", Float) = 0
[ToggleUI] _AlphaCutoffEnable ("Alpha Cutoff Enable", Float) = 0
_AlphaCutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
_AlphaCutoffShadow ("_AlphaCutoffShadow", Range(0, 1)) = 0.5
_AlphaCutoffPrepass ("_AlphaCutoffPrepass", Range(0, 1)) = 0.5
_AlphaCutoffPostpass ("_AlphaCutoffPostpass", Range(0, 1)) = 0.5
[ToggleUI] _TransparentDepthPrepassEnable ("_TransparentDepthPrepassEnable", Float) = 0
[ToggleUI] _TransparentBackfaceEnable ("_TransparentBackfaceEnable", Float) = 0
[ToggleUI] _TransparentDepthPostpassEnable ("_TransparentDepthPostpassEnable", Float) = 0
_TransparentSortPriority ("_TransparentSortPriority", Float) = 0
[Enum(None, 0, Planar, 1, Sphere, 2, Thin, 3)] _RefractionModel ("Refraction Model", Float) = 0
_Ior ("Index Of Refraction", Range(1, 2.5)) = 1.5
_TransmittanceColor ("Transmittance Color", Vector) = (1,1,1,1)
_TransmittanceColorMap ("TransmittanceColorMap", 2D) = "white" {}
_ATDistance ("Transmittance Absorption Distance", Float) = 1
[ToggleUI] _TransparentWritingMotionVec ("_TransparentWritingMotionVec", Float) = 0
[HideInInspector] _StencilRef ("_StencilRef", Float) = 0
[HideInInspector] _StencilWriteMask ("_StencilWriteMask", Float) = 3
[HideInInspector] _StencilRefGBuffer ("_StencilRefGBuffer", Float) = 2
[HideInInspector] _StencilWriteMaskGBuffer ("_StencilWriteMaskGBuffer", Float) = 3
[HideInInspector] _StencilRefDepth ("_StencilRefDepth", Float) = 0
[HideInInspector] _StencilWriteMaskDepth ("_StencilWriteMaskDepth", Float) = 8
[HideInInspector] _StencilRefMV ("_StencilRefMV", Float) = 32
[HideInInspector] _StencilWriteMaskMV ("_StencilWriteMaskMV", Float) = 32
_SurfaceType ("__surfacetype", Float) = 0
_BlendMode ("__blendmode", Float) = 0
[HideInInspector] _SrcBlend ("__src", Float) = 1
[HideInInspector] _DstBlend ("__dst", Float) = 0
[HideInInspector] _AlphaSrcBlend ("__alphaSrc", Float) = 1
[HideInInspector] _AlphaDstBlend ("__alphaDst", Float) = 0
[ToggleUI] [HideInInspector] _ZWrite ("__zw", Float) = 1
[ToggleUI] [HideInInspector] _TransparentZWrite ("_TransparentZWrite", Float) = 0
[HideInInspector] _CullMode ("__cullmode", Float) = 2
[HideInInspector] _CullModeForward ("__cullmodeForward", Float) = 2
[Enum(UnityEditor.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode ("_TransparentCullMode", Float) = 2
[Enum(UnityEditor.Rendering.HighDefinition.OpaqueCullMode)] _OpaqueCullMode ("_OpaqueCullMode", Float) = 2
[HideInInspector] _ZTestDepthEqualForOpaque ("_ZTestDepthEqualForOpaque", Float) = 4
[HideInInspector] _ZTestGBuffer ("_ZTestGBuffer", Float) = 4
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent ("Transparent ZTest", Float) = 4
[ToggleUI] _EnableFogOnTransparent ("Enable Fog", Float) = 1
[ToggleUI] _EnableBlendModePreserveSpecularLighting ("Enable Blend Mode Preserve Specular Lighting", Float) = 1
[ToggleUI] _DoubleSidedEnable ("Double sided enable", Float) = 0
[Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode ("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants ("_DoubleSidedConstants", Vector) = (1,1,-1,0)
[Enum(Auto, 0, On, 1, Off, 2)] _DoubleSidedGIMode ("Double sided GI mode", Float) = 0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase ("UV Set for base", Float) = 0
[Enum(WorldSpace, 0, ObjectSpace, 1)] _ObjectSpaceUVMapping ("Mapping space", Float) = 0
_TexWorldScale ("Scale to apply on world coordinate", Float) = 1
[HideInInspector] _InvTilingScale ("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1
[HideInInspector] _UVMappingMask ("_UVMappingMask", Vector) = (1,0,0,0)
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace ("NormalMap space", Float) = 0
[Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 2, Iridescence, 3, Specular Color, 4, Translucent, 5)] _MaterialID ("MaterialId", Float) = 1
[ToggleUI] _TransmissionEnable ("_TransmissionEnable", Float) = 1
_DisplacementMode ("DisplacementMode", Float) = 0
[ToggleUI] _DisplacementLockObjectScale ("displacement lock object scale", Float) = 1
[ToggleUI] _DisplacementLockTilingScale ("displacement lock tiling scale", Float) = 1
[ToggleUI] _DepthOffsetEnable ("Depth Offset View space", Float) = 0
[ToggleUI] _EnableGeometricSpecularAA ("EnableGeometricSpecularAA", Float) = 0
_SpecularAAScreenSpaceVariance ("SpecularAAScreenSpaceVariance", Range(0, 1)) = 0.1
_SpecularAAThreshold ("SpecularAAThreshold", Range(0, 1)) = 0.2
_PPDMinSamples ("Min sample for POM", Range(1, 64)) = 5
_PPDMaxSamples ("Max sample for POM", Range(1, 64)) = 15
_PPDLodThreshold ("Start lod to fade out the POM effect", Range(0, 16)) = 5
_PPDPrimitiveLength ("Primitive length for POM", Float) = 1
_PPDPrimitiveWidth ("Primitive width for POM", Float) = 1
[HideInInspector] _InvPrimScale ("Inverse primitive scale for non-planar POM", Vector) = (1,1,0,0)
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail ("UV Set for detail", Float) = 0
[HideInInspector] _UVDetailsMappingMask ("_UVDetailsMappingMask", Vector) = (1,0,0,0)
[ToggleUI] _LinkDetailsWithBase ("LinkDetailsWithBase", Float) = 1
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode ("Emissive color mode", Float) = 1
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5, Same as Base, 6)] _UVEmissive ("UV Set for emissive", Float) = 0
[Enum(WorldSpace, 0, ObjectSpace, 1)] _ObjectSpaceUVMappingEmissive ("Mapping space", Float) = 0
_TexWorldScaleEmissive ("Scale to apply on world coordinate", Float) = 1
[HideInInspector] _UVMappingMaskEmissive ("_UVMappingMaskEmissive", Vector) = (1,0,0,0)
_EmissionColor ("Color", Vector) = (1,1,1,1)
[HideInInspector] _MainTex ("Albedo", 2D) = "white" {}
[HideInInspector] _Color ("Color", Vector) = (1,1,1,1)
[HideInInspector] _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
[ToggleUI] _SupportDecals ("Support Decals", Float) = 1
[ToggleUI] _ReceivesSSR ("Receives SSR", Float) = 1
[ToggleUI] _ReceivesSSRTransparent ("Receives SSR Transparent", Float) = 0
[ToggleUI] _AddPrecomputedVelocity ("AddPrecomputedVelocity", Float) = 0
[ToggleUI] _RayTracing ("Ray Tracing (Preview)", Float) = 0
[HideInInspector] _DiffusionProfile ("Obsolete, kept for migration purpose", Float) = 0
[HideInInspector] _DiffusionProfileAsset ("Diffusion Profile Asset", Vector) = (0,0,0,0)
[HideInInspector] _DiffusionProfileHash ("Diffusion Profile Hash", Float) = 0
[HideInInspector] [NoScaleOffset] unity_Lightmaps ("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector] [NoScaleOffset] unity_LightmapsInd ("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector] [NoScaleOffset] unity_ShadowMasks ("unity_ShadowMasks", 2DArray) = "" {}
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0
sampler2D _MainTex;
fixed4 _Color;
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Hidden/HDRP/FallbackError"
//CustomEditor "Rendering.HighDefinition.LitGUI"
}