LethalCompany/Lethal Company/ExportedProject/Assets/Shader/HDRP_Decal.shader
2023-12-22 18:30:10 -05:00

67 lines
No EOL
2.8 KiB
GLSL

Shader "HDRP/Decal" {
Properties {
_BaseColor ("_BaseColor", Vector) = (1,1,1,1)
_BaseColorMap ("BaseColorMap", 2D) = "white" {}
_NormalMap ("NormalMap", 2D) = "bump" {}
_MaskMap ("MaskMap", 2D) = "white" {}
_DecalBlend ("_DecalBlend", Range(0, 1)) = 0.5
_NormalBlendSrc ("_NormalBlendSrc", Float) = 0
_MaskBlendSrc ("_MaskBlendSrc", Float) = 1
[Enum(Depth Bias, 0, View Bias, 1)] _DecalMeshBiasType ("_DecalMeshBiasType", Float) = 0
_DecalMeshDepthBias ("_DecalMeshDepthBias", Float) = 0
_DecalMeshViewBias ("_DecalMeshViewBias", Float) = 0
_DrawOrder ("_DrawOrder", Float) = 0
[HDR] _EmissiveColor ("EmissiveColor", Vector) = (0,0,0,1)
[HideInInspector] _EmissiveColorLDR ("EmissiveColor LDR", Vector) = (0,0,0,1)
[HideInInspector] [HDR] _EmissiveColorHDR ("EmissiveColor HDR", Vector) = (0,0,0,1)
_EmissiveColorMap ("EmissiveColorMap", 2D) = "white" {}
_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
_MetallicRemapMin ("_MetallicRemapMin", Range(0, 1)) = 0
_MetallicRemapMax ("_MetallicRemapMax", Range(0, 1)) = 1
_SmoothnessRemapMin ("SmoothnessRemapMin", Float) = 0
_SmoothnessRemapMax ("SmoothnessRemapMax", Float) = 1
_AORemapMin ("AORemapMin", Float) = 0
_AORemapMax ("AORemapMax", Float) = 1
_DecalMaskMapBlueScale ("_DecalMaskMapBlueScale", Range(0, 1)) = 1
_Smoothness ("_Smoothness", Range(0, 1)) = 0.5
_Metallic ("_Metallic", Range(0, 1)) = 0
_AO ("_AO", Range(0, 1)) = 1
[ToggleUI] _AffectAlbedo ("Boolean", Float) = 1
[ToggleUI] _AffectNormal ("Boolean", Float) = 1
[ToggleUI] _AffectAO ("Boolean", Float) = 0
[ToggleUI] _AffectMetal ("Boolean", Float) = 1
[ToggleUI] _AffectSmoothness ("Boolean", Float) = 1
[ToggleUI] _AffectEmission ("Boolean", Float) = 0
[HideInInspector] _DecalStencilRef ("_DecalStencilRef", Float) = 16
[HideInInspector] _DecalStencilWriteMask ("_DecalStencilWriteMask", Float) = 16
[HideInInspector] _DecalColorMask0 ("_DecalColorMask0", Float) = 0
[HideInInspector] _DecalColorMask1 ("_DecalColorMask1", Float) = 0
[HideInInspector] _DecalColorMask2 ("_DecalColorMask2", Float) = 0
[HideInInspector] _DecalColorMask3 ("_DecalColorMask3", Float) = 0
[HideInInspector] _Unity_Identify_HDRP_Decal ("_Unity_Identify_HDRP_Decal", Float) = 1
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = 1;
}
ENDCG
}
Fallback "Hidden/HDRP/FallbackError"
//CustomEditor "Rendering.HighDefinition.DecalUI"
}