325 lines
No EOL
20 KiB
GLSL
325 lines
No EOL
20 KiB
GLSL
Shader "HDRP/LayeredLit" {
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Properties {
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_BaseColor0 ("BaseColor0", Vector) = (1,1,1,1)
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_BaseColor1 ("BaseColor1", Vector) = (1,1,1,1)
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_BaseColor2 ("BaseColor2", Vector) = (1,1,1,1)
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_BaseColor3 ("BaseColor3", Vector) = (1,1,1,1)
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_BaseColorMap0 ("BaseColorMap0", 2D) = "white" {}
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_BaseColorMap1 ("BaseColorMap1", 2D) = "white" {}
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_BaseColorMap2 ("BaseColorMap2", 2D) = "white" {}
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_BaseColorMap3 ("BaseColorMap3", 2D) = "white" {}
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[HideInInspector] _BaseColorMap0_MipInfo ("_BaseColorMap0_MipInfo", Vector) = (0,0,0,0)
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_Metallic0 ("Metallic0", Range(0, 1)) = 0
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_Metallic1 ("Metallic1", Range(0, 1)) = 0
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_Metallic2 ("Metallic2", Range(0, 1)) = 0
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_Metallic3 ("Metallic3", Range(0, 1)) = 0
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_MetallicRemapMin0 ("MetallicRemapMin0", Range(0, 1)) = 0
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_MetallicRemapMin1 ("MetallicRemapMin1", Range(0, 1)) = 0
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_MetallicRemapMin2 ("MetallicRemapMin2", Range(0, 1)) = 0
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_MetallicRemapMin3 ("MetallicRemapMin3", Range(0, 1)) = 0
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_MetallicRemapMax0 ("MetallicRemapMax0", Range(0, 1)) = 1
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_MetallicRemapMax1 ("MetallicRemapMax1", Range(0, 1)) = 1
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_MetallicRemapMax2 ("MetallicRemapMax2", Range(0, 1)) = 1
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_MetallicRemapMax3 ("MetallicRemapMax3", Range(0, 1)) = 1
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_Smoothness0 ("Smoothness0", Range(0, 1)) = 0.5
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_Smoothness1 ("Smoothness1", Range(0, 1)) = 0.5
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_Smoothness2 ("Smoothness2", Range(0, 1)) = 0.5
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_Smoothness3 ("Smoothness3", Range(0, 1)) = 0.5
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_SmoothnessRemapMin0 ("SmoothnessRemapMin0", Range(0, 1)) = 0
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_SmoothnessRemapMin1 ("SmoothnessRemapMin1", Range(0, 1)) = 0
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_SmoothnessRemapMin2 ("SmoothnessRemapMin2", Range(0, 1)) = 0
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_SmoothnessRemapMin3 ("SmoothnessRemapMin3", Range(0, 1)) = 0
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_SmoothnessRemapMax0 ("SmoothnessRemapMax0", Range(0, 1)) = 1
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_SmoothnessRemapMax1 ("SmoothnessRemapMax1", Range(0, 1)) = 1
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_SmoothnessRemapMax2 ("SmoothnessRemapMax2", Range(0, 1)) = 1
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_SmoothnessRemapMax3 ("SmoothnessRemapMax3", Range(0, 1)) = 1
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_AlphaRemapMin0 ("AlphaRemapMin0", Range(0, 1)) = 0
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_AlphaRemapMin1 ("AlphaRemapMin1", Range(0, 1)) = 0
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_AlphaRemapMin2 ("AlphaRemapMin2", Range(0, 1)) = 0
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_AlphaRemapMin3 ("AlphaRemapMin3", Range(0, 1)) = 0
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_AlphaRemapMax0 ("AlphaRemapMax0", Range(0, 1)) = 1
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_AlphaRemapMax1 ("AlphaRemapMax1", Range(0, 1)) = 1
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_AlphaRemapMax2 ("AlphaRemapMax2", Range(0, 1)) = 1
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_AlphaRemapMax3 ("AlphaRemapMax3", Range(0, 1)) = 1
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_AORemapMin0 ("AORemapMin0", Range(0, 1)) = 0
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_AORemapMin1 ("AORemapMin1", Range(0, 1)) = 0
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_AORemapMin2 ("AORemapMin2", Range(0, 1)) = 0
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_AORemapMin3 ("AORemapMin3", Range(0, 1)) = 0
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_AORemapMax0 ("AORemapMax0", Range(0, 1)) = 1
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_AORemapMax1 ("AORemapMax1", Range(0, 1)) = 1
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_AORemapMax2 ("AORemapMax2", Range(0, 1)) = 1
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_AORemapMax3 ("AORemapMax3", Range(0, 1)) = 1
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_MaskMap0 ("MaskMap0", 2D) = "white" {}
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_MaskMap1 ("MaskMap1", 2D) = "white" {}
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_MaskMap2 ("MaskMap2", 2D) = "white" {}
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_MaskMap3 ("MaskMap3", 2D) = "white" {}
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_NormalMap0 ("NormalMap0", 2D) = "bump" {}
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_NormalMap1 ("NormalMap1", 2D) = "bump" {}
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_NormalMap2 ("NormalMap2", 2D) = "bump" {}
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_NormalMap3 ("NormalMap3", 2D) = "bump" {}
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_NormalMapOS0 ("NormalMapOS0", 2D) = "white" {}
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_NormalMapOS1 ("NormalMapOS1", 2D) = "white" {}
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_NormalMapOS2 ("NormalMapOS2", 2D) = "white" {}
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_NormalMapOS3 ("NormalMapOS3", 2D) = "white" {}
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_NormalScale0 ("_NormalScale0", Range(0, 2)) = 1
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_NormalScale1 ("_NormalScale1", Range(0, 2)) = 1
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_NormalScale2 ("_NormalScale2", Range(0, 2)) = 1
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_NormalScale3 ("_NormalScale3", Range(0, 2)) = 1
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_BentNormalMap0 ("BentNormalMap0", 2D) = "bump" {}
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_BentNormalMap1 ("BentNormalMap1", 2D) = "bump" {}
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_BentNormalMap2 ("BentNormalMap2", 2D) = "bump" {}
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_BentNormalMap3 ("BentNormalMap3", 2D) = "bump" {}
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_BentNormalMapOS0 ("BentNormalMapOS0", 2D) = "white" {}
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_BentNormalMapOS1 ("BentNormalMapOS1", 2D) = "white" {}
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_BentNormalMapOS2 ("BentNormalMapOS2", 2D) = "white" {}
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_BentNormalMapOS3 ("BentNormalMapOS3", 2D) = "white" {}
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_HeightMap0 ("HeightMap0", 2D) = "black" {}
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_HeightMap1 ("HeightMap1", 2D) = "black" {}
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_HeightMap2 ("HeightMap2", 2D) = "black" {}
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_HeightMap3 ("HeightMap3", 2D) = "black" {}
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[HideInInspector] _HeightAmplitude0 ("Height Scale0", Float) = 0.02
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[HideInInspector] _HeightAmplitude1 ("Height Scale1", Float) = 0.02
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[HideInInspector] _HeightAmplitude2 ("Height Scale2", Float) = 0.02
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[HideInInspector] _HeightAmplitude3 ("Height Scale3", Float) = 0.02
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[HideInInspector] _HeightCenter0 ("Height Bias0", Range(0, 1)) = 0.5
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[HideInInspector] _HeightCenter1 ("Height Bias1", Range(0, 1)) = 0.5
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[HideInInspector] _HeightCenter2 ("Height Bias2", Range(0, 1)) = 0.5
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[HideInInspector] _HeightCenter3 ("Height Bias3", Range(0, 1)) = 0.5
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[Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization0 ("Heightmap Parametrization0", Float) = 0
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[Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization1 ("Heightmap Parametrization1", Float) = 0
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[Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization2 ("Heightmap Parametrization2", Float) = 0
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[Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization3 ("Heightmap Parametrization3", Float) = 0
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_HeightOffset0 ("Height Offset0", Float) = 0
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_HeightOffset1 ("Height Offset1", Float) = 0
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_HeightOffset2 ("Height Offset2", Float) = 0
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_HeightOffset3 ("Height Offset3", Float) = 0
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_HeightMin0 ("Height Min0", Float) = -1
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_HeightMin1 ("Height Min1", Float) = -1
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_HeightMin2 ("Height Min2", Float) = -1
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_HeightMin3 ("Height Min3", Float) = -1
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_HeightMax0 ("Height Max0", Float) = 1
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_HeightMax1 ("Height Max1", Float) = 1
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_HeightMax2 ("Height Max2", Float) = 1
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_HeightMax3 ("Height Max3", Float) = 1
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_HeightTessAmplitude0 ("Amplitude0", Float) = 2
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_HeightTessAmplitude1 ("Amplitude1", Float) = 2
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_HeightTessAmplitude2 ("Amplitude2", Float) = 2
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_HeightTessAmplitude3 ("Amplitude3", Float) = 2
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_HeightTessCenter0 ("Height Bias0", Range(0, 1)) = 0.5
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_HeightTessCenter1 ("Height Bias1", Range(0, 1)) = 0.5
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_HeightTessCenter2 ("Height Bias2", Range(0, 1)) = 0.5
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_HeightTessCenter3 ("Height Bias3", Range(0, 1)) = 0.5
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_HeightPoMAmplitude0 ("Height Amplitude0", Float) = 2
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_HeightPoMAmplitude1 ("Height Amplitude1", Float) = 2
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_HeightPoMAmplitude2 ("Height Amplitude2", Float) = 2
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_HeightPoMAmplitude3 ("Height Amplitude3", Float) = 2
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_DetailMap0 ("DetailMap0", 2D) = "linearGrey" {}
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_DetailMap1 ("DetailMap1", 2D) = "linearGrey" {}
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_DetailMap2 ("DetailMap2", 2D) = "linearGrey" {}
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_DetailMap3 ("DetailMap3", 2D) = "linearGrey" {}
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_DetailAlbedoScale0 ("_DetailAlbedoScale0", Range(0, 2)) = 1
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_DetailAlbedoScale1 ("_DetailAlbedoScale1", Range(0, 2)) = 1
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_DetailAlbedoScale2 ("_DetailAlbedoScale2", Range(0, 2)) = 1
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_DetailAlbedoScale3 ("_DetailAlbedoScale3", Range(0, 2)) = 1
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_DetailNormalScale0 ("_DetailNormalScale0", Range(0, 2)) = 1
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_DetailNormalScale1 ("_DetailNormalScale1", Range(0, 2)) = 1
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_DetailNormalScale2 ("_DetailNormalScale2", Range(0, 2)) = 1
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_DetailNormalScale3 ("_DetailNormalScale3", Range(0, 2)) = 1
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_DetailSmoothnessScale0 ("_DetailSmoothnessScale0", Range(0, 2)) = 1
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_DetailSmoothnessScale1 ("_DetailSmoothnessScale1", Range(0, 2)) = 1
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_DetailSmoothnessScale2 ("_DetailSmoothnessScale2", Range(0, 2)) = 1
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_DetailSmoothnessScale3 ("_DetailSmoothnessScale3", Range(0, 2)) = 1
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace0 ("NormalMap space", Float) = 0
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace1 ("NormalMap space", Float) = 0
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace2 ("NormalMap space", Float) = 0
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace3 ("NormalMap space", Float) = 0
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_DiffusionProfile0 ("Obsolete, kept for migration purpose", Float) = 0
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_DiffusionProfile1 ("Obsolete, kept for migration purpose", Float) = 0
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_DiffusionProfile2 ("Obsolete, kept for migration purpose", Float) = 0
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_DiffusionProfile3 ("Obsolete, kept for migration purpose", Float) = 0
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[HideInInspector] _DiffusionProfileAsset0 ("Diffusion Profile Asset0", Vector) = (0,0,0,0)
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[HideInInspector] _DiffusionProfileHash0 ("Diffusion Profile Hash0", Float) = 0
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[HideInInspector] _DiffusionProfileAsset1 ("Diffusion Profile Asset1", Vector) = (0,0,0,0)
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[HideInInspector] _DiffusionProfileHash1 ("Diffusion Profile Hash1", Float) = 0
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[HideInInspector] _DiffusionProfileAsset2 ("Diffusion Profile Asset2", Vector) = (0,0,0,0)
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[HideInInspector] _DiffusionProfileHash2 ("Diffusion Profile Hash2", Float) = 0
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[HideInInspector] _DiffusionProfileAsset3 ("Diffusion Profile Asset3", Vector) = (0,0,0,0)
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[HideInInspector] _DiffusionProfileHash3 ("Diffusion Profile Hash3", Float) = 0
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_SubsurfaceMask0 ("Subsurface Mask0", Range(0, 1)) = 1
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_SubsurfaceMask1 ("Subsurface Mask1", Range(0, 1)) = 1
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_SubsurfaceMask2 ("Subsurface Mask2", Range(0, 1)) = 1
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_SubsurfaceMask3 ("Subsurface Mask3", Range(0, 1)) = 1
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_SubsurfaceMaskMap0 ("Subsurface Mask Map0", 2D) = "white" {}
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_SubsurfaceMaskMap1 ("Subsurface Mask Map1", 2D) = "white" {}
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_SubsurfaceMaskMap2 ("Subsurface Mask Map2", 2D) = "white" {}
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_SubsurfaceMaskMap3 ("Subsurface Mask Map3", 2D) = "white" {}
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_TransmissionMask0 ("Transmission Mask0", Range(0, 1)) = 1
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_TransmissionMask1 ("Transmission Mask1", Range(0, 1)) = 1
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_TransmissionMask2 ("Transmission Mask2", Range(0, 1)) = 1
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_TransmissionMask3 ("Transmission Mask3", Range(0, 1)) = 1
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_TransmissionMaskMap0 ("Transmission Mask Map0", 2D) = "white" {}
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_TransmissionMaskMap1 ("Transmission Mask Map1", 2D) = "white" {}
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_TransmissionMaskMap2 ("Transmission Mask Map2", 2D) = "white" {}
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_TransmissionMaskMap3 ("Transmission Mask Map3", 2D) = "white" {}
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_Thickness0 ("Thickness", Float) = 1
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_Thickness1 ("Thickness", Float) = 1
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_Thickness2 ("Thickness", Float) = 1
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_Thickness3 ("Thickness", Float) = 1
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_ThicknessMap0 ("Thickness Map", 2D) = "white" {}
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_ThicknessMap1 ("Thickness Map", 2D) = "white" {}
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_ThicknessMap2 ("Thickness Map", 2D) = "white" {}
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_ThicknessMap3 ("Thickness Map", 2D) = "white" {}
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_ThicknessRemap0 ("Thickness Remap", Vector) = (0,1,0,0)
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_ThicknessRemap1 ("Thickness Remap", Vector) = (0,1,0,0)
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_ThicknessRemap2 ("Thickness Remap", Vector) = (0,1,0,0)
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_ThicknessRemap3 ("Thickness Remap", Vector) = (0,1,0,0)
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_LayerMaskMap ("LayerMaskMap", 2D) = "white" {}
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_LayerInfluenceMaskMap ("LayerInfluenceMaskMap", 2D) = "white" {}
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[ToggleUI] _UseHeightBasedBlend ("UseHeightBasedBlend", Float) = 0
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_HeightTransition ("Height Transition", Range(0, 1)) = 0
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[ToggleUI] _UseDensityMode ("Use Density mode", Float) = 0
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[ToggleUI] _UseMainLayerInfluence ("UseMainLayerInfluence", Float) = 0
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_InheritBaseNormal1 ("_InheritBaseNormal1", Range(0, 1)) = 0
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_InheritBaseNormal2 ("_InheritBaseNormal2", Range(0, 1)) = 0
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_InheritBaseNormal3 ("_InheritBaseNormal3", Range(0, 1)) = 0
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_InheritBaseHeight1 ("_InheritBaseHeight1", Range(0, 1)) = 0
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_InheritBaseHeight2 ("_InheritBaseHeight2", Range(0, 1)) = 0
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_InheritBaseHeight3 ("_InheritBaseHeight3", Range(0, 1)) = 0
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_InheritBaseColor1 ("_InheritBaseColor1", Range(0, 1)) = 0
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_InheritBaseColor2 ("_InheritBaseColor2", Range(0, 1)) = 0
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_InheritBaseColor3 ("_InheritBaseColor3", Range(0, 1)) = 0
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[ToggleUI] _OpacityAsDensity0 ("_OpacityAsDensity0", Float) = 0
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[ToggleUI] _OpacityAsDensity1 ("_OpacityAsDensity1", Float) = 0
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[ToggleUI] _OpacityAsDensity2 ("_OpacityAsDensity2", Float) = 0
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[ToggleUI] _OpacityAsDensity3 ("_OpacityAsDensity3", Float) = 0
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[HideInInspector] _LayerCount ("_LayerCount", Float) = 2
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[Enum(None, 0, Multiply, 1, AddSubstract, 2)] _VertexColorMode ("Vertex color mode", Float) = 0
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[ToggleUI] _ObjectScaleAffectTile ("_ObjectScaleAffectTile", Float) = 0
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBlendMask ("UV Set for blendMask", Float) = 0
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[HideInInspector] _UVMappingMaskBlendMask ("_UVMappingMaskBlendMask", Vector) = (1,0,0,0)
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_TexWorldScaleBlendMask ("Tiling", Float) = 1
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[Enum(Off, 0, From Ambient Occlusion, 1, From AO and Bent Normals, 2)] _SpecularOcclusionMode ("Specular Occlusion Mode", Float) = 1
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[HDR] _EmissiveColor ("EmissiveColor", Vector) = (0,0,0,1)
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[HideInInspector] _EmissiveColorLDR ("EmissiveColor LDR", Vector) = (0,0,0,1)
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_EmissiveColorMap ("EmissiveColorMap", 2D) = "white" {}
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[ToggleUI] _AlbedoAffectEmissive ("Albedo Affect Emissive", Float) = 0
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_EmissiveIntensityUnit ("Emissive Mode", Float) = 0
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[ToggleUI] _UseEmissiveIntensity ("Use Emissive Intensity", Float) = 0
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_EmissiveIntensity ("Emissive Intensity", Float) = 1
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_EmissiveExposureWeight ("Emissive Pre Exposure", Range(0, 1)) = 1
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[ToggleUI] _AlphaCutoffEnable ("Alpha Cutoff Enable", Float) = 0
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_AlphaCutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
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_TransparentSortPriority ("_TransparentSortPriority", Float) = 0
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[HideInInspector] _StencilRef ("_StencilRef", Float) = 0
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[HideInInspector] _StencilWriteMask ("_StencilWriteMask", Float) = 3
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[HideInInspector] _StencilRefGBuffer ("_StencilRefGBuffer", Float) = 2
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[HideInInspector] _StencilWriteMaskGBuffer ("_StencilWriteMaskGBuffer", Float) = 3
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[HideInInspector] _StencilRefDepth ("_StencilRefDepth", Float) = 0
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[HideInInspector] _StencilWriteMaskDepth ("_StencilWriteMaskDepth", Float) = 8
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[HideInInspector] _StencilRefMV ("_StencilRefMV", Float) = 32
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[HideInInspector] _StencilWriteMaskMV ("_StencilWriteMaskMV", Float) = 32
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_SurfaceType ("__surfacetype", Float) = 0
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_BlendMode ("__blendmode", Float) = 0
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[HideInInspector] _SrcBlend ("__src", Float) = 1
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[HideInInspector] _DstBlend ("__dst", Float) = 0
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[HideInInspector] _AlphaSrcBlend ("__alphaSrc", Float) = 1
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[HideInInspector] _AlphaDstBlend ("__alphaDst", Float) = 0
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[ToggleUI] [HideInInspector] _ZWrite ("__zw", Float) = 1
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[ToggleUI] [HideInInspector] _TransparentZWrite ("_TransparentZWrite", Float) = 0
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[HideInInspector] _CullMode ("__cullmode", Float) = 2
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[Enum(UnityEditor.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode ("_TransparentCullMode", Float) = 2
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[Enum(UnityEditor.Rendering.HighDefinition.OpaqueCullMode)] _OpaqueCullMode ("_OpaqueCullMode", Float) = 2
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[HideInInspector] _ZTestDepthEqualForOpaque ("_ZTestDepthEqualForOpaque", Float) = 4
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[HideInInspector] _ZTestGBuffer ("_ZTestGBuffer", Float) = 4
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent ("Transparent ZTest", Float) = 4
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[ToggleUI] _EnableFogOnTransparent ("Enable Fog", Float) = 1
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[ToggleUI] _EnableBlendModePreserveSpecularLighting ("Enable Blend Mode Preserve Specular Lighting", Float) = 1
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[ToggleUI] _DoubleSidedEnable ("Double sided enable", Float) = 0
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[Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode ("Double sided normal mode", Float) = 1
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[HideInInspector] _DoubleSidedConstants ("_DoubleSidedConstants", Vector) = (1,1,-1,0)
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[Enum(Auto, 0, On, 1, Off, 2)] _DoubleSidedGIMode ("Double sided GI mode", Float) = 0
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[Enum(Subsurface Scattering, 0, Standard, 1, Translucent, 5)] _MaterialID ("MaterialId", Float) = 1
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[ToggleUI] _TransmissionEnable ("_TransmissionEnable", Float) = 1
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_DisplacementMode ("DisplacementMode", Float) = 0
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[ToggleUI] _DisplacementLockObjectScale ("displacement lock object scale", Float) = 1
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[ToggleUI] _DisplacementLockTilingScale ("displacement lock tiling scale", Float) = 1
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[ToggleUI] _DepthOffsetEnable ("Depth Offset View space", Float) = 0
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[ToggleUI] _EnableGeometricSpecularAA ("EnableGeometricSpecularAA", Float) = 0
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_SpecularAAScreenSpaceVariance ("SpecularAAScreenSpaceVariance", Range(0, 1)) = 0.1
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_SpecularAAThreshold ("SpecularAAThreshold", Range(0, 1)) = 0.2
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_PPDMinSamples ("Min sample for POM", Range(1, 64)) = 5
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_PPDMaxSamples ("Max sample for POM", Range(1, 64)) = 15
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_PPDLodThreshold ("Start lod to fade out the POM effect", Range(0, 16)) = 5
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_PPDPrimitiveLength ("Primitive length for POM", Float) = 1
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_PPDPrimitiveWidth ("Primitive width for POM", Float) = 1
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[HideInInspector] _InvPrimScale ("Inverse primitive scale for non-planar POM", Vector) = (1,1,0,0)
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[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode ("Emissive color mode", Float) = 1
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5, Same as Main layer, 6)] _UVEmissive ("UV Set for emissive", Float) = 0
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_TexWorldScaleEmissive ("Scale to apply on world coordinate", Float) = 1
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[HideInInspector] _UVMappingMaskEmissive ("_UVMappingMaskEmissive", Vector) = (1,0,0,0)
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_EmissionColor ("Color", Vector) = (1,1,1,1)
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_TexWorldScale0 ("Tiling", Float) = 1
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_TexWorldScale1 ("Tiling", Float) = 1
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_TexWorldScale2 ("Tiling", Float) = 1
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_TexWorldScale3 ("Tiling", Float) = 1
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[HideInInspector] _InvTilingScale0 ("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1
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[HideInInspector] _InvTilingScale1 ("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1
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[HideInInspector] _InvTilingScale2 ("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1
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[HideInInspector] _InvTilingScale3 ("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase0 ("UV Set for base0", Float) = 0
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase1 ("UV Set for base1", Float) = 0
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|
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase2 ("UV Set for base2", Float) = 0
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|
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase3 ("UV Set for base3", Float) = 0
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|
[HideInInspector] _UVMappingMask0 ("_UVMappingMask0", Vector) = (1,0,0,0)
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|
[HideInInspector] _UVMappingMask1 ("_UVMappingMask1", Vector) = (1,0,0,0)
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|
[HideInInspector] _UVMappingMask2 ("_UVMappingMask2", Vector) = (1,0,0,0)
|
|
[HideInInspector] _UVMappingMask3 ("_UVMappingMask3", Vector) = (1,0,0,0)
|
|
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail0 ("UV Set for detail0", Float) = 0
|
|
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail1 ("UV Set for detail1", Float) = 0
|
|
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail2 ("UV Set for detail2", Float) = 0
|
|
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail3 ("UV Set for detail3", Float) = 0
|
|
[HideInInspector] _UVDetailsMappingMask0 ("_UVDetailsMappingMask0", Vector) = (1,0,0,0)
|
|
[HideInInspector] _UVDetailsMappingMask1 ("_UVDetailsMappingMask1", Vector) = (1,0,0,0)
|
|
[HideInInspector] _UVDetailsMappingMask2 ("_UVDetailsMappingMask2", Vector) = (1,0,0,0)
|
|
[HideInInspector] _UVDetailsMappingMask3 ("_UVDetailsMappingMask3", Vector) = (1,0,0,0)
|
|
[ToggleUI] _LinkDetailsWithBase0 ("LinkDetailsWithBase0", Float) = 1
|
|
[ToggleUI] _LinkDetailsWithBase1 ("LinkDetailsWithBase1", Float) = 1
|
|
[ToggleUI] _LinkDetailsWithBase2 ("LinkDetailsWithBase2", Float) = 1
|
|
[ToggleUI] _LinkDetailsWithBase3 ("LinkDetailsWithBase3", Float) = 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] _AddPrecomputedVelocity ("AddPrecomputedVelocity", Float) = 0
|
|
[ToggleUI] _RayTracing ("Ray Tracing (Preview)", 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 "UnityEditor.Rendering.HighDefinition.LayeredLitGUI"
|
|
} |