OvertakingLegend/Assets/Amazing Assets/Curved World/Shaders/Built-In/Unlit/Unlit.shader

106 lines
3.9 KiB
GLSL

// Curved World <http://u3d.as/1W8h>
// Copyright (c) Amazing Assets <https://amazingassets.world>
Shader "Amazing Assets/Curved World/Unlit"
{
Properties
{
[HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
[HideInInspector][MaterialEnum(Front,2,Back,1,Both,0)] _Cull("Face Cull", Int) = 0
[HideInInspector][CurvedWorldToggleFloat] _IncludeVertexColor("", float) = 0
[HideInInspector] _Color ("Color (RGB)", Color) = (1, 1, 1, 1)
[HideInInspector] _MainTex ("Base (RGB)", 2D) = "white" { }
[HideInInspector][CurvedWorldUVScroll] _MainTex_Scroll("", vector) = (0, 0, 0, 0)
[HideInInspector] _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
[HideInInspector][KeywordEnum(None, By Main Alpha, By Secondary Alpha, Multiple, Additive, By Vertex Alpha)] _TextureMix ("", Float) = 0
[HideInInspector] _SecondaryTex ("", 2D) = "white" { }
[HideInInspector][CurvedWorldUVScroll] _SecondaryTex_Scroll("", vector) = (0, 0, 0, 0)
[HideInInspector] _SecondaryTex_Blend("", Range(-1, 1)) = 0
[HideInInspector] _NormalMapStrength("", float) = 1
[HideInInspector][Normal] _NormalMap("", 2D) = "bump" {}
[HideInInspector][CurvedWorldUVScroll] _NormalMap_Scroll ("", vector) = (0, 0, 0, 0)
[HideInInspector][Normal] _SecondaryNormalMap("", 2D) = "bump"{}
[HideInInspector][CurvedWorldUVScroll] _SecondaryNormalMap_Scroll ("", vector) = (0, 0, 0, 0)
[HideInInspector] _ReflectionColor("", color) = (1, 1, 1, 1)
[HideInInspector] _ReflectionMaskOffset("", Range(-1, 1)) = 0
[HideInInspector] _ReflectionCubeMap("", Cube) = ""{}
[HideInInspector] _ReflectionFresnelBias("", Range(-1, 1)) = 0
[HideInInspector][HDR] _RimColor("", color) = (1, 1, 1, 1)
[HideInInspector] _RimBias("", Range(-1, 1)) = 0
[HideInInspector][HDR] _EmissionColor("", color) = (0, 0, 0, 0)
[HideInInspector] _EmissionMap("", 2D) = "white"{}
[HideInInspector][CurvedWorldUVScroll] _EmissionMap_Scroll ("", vector) = (0, 0, 0, 0)
[HideInInspector] _MatcapMap ("", 2D) = "white"{}
[HideInInspector] _MatcapIntensity ("", float) = 1
[HideInInspector][Enum(Multiply,0,Additive,1)] _MatcapBlendMode ("", float) = 1
// Blending state
[HideInInspector] _Mode ("__mode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
}
SubShader
{
Tags { "RenderType"="CurvedWorld_Opaque" }
LOD 100
Cull[_Cull]
//PassName "Unlit"
Pass
{
Name "Unlit"
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local _ _TEXTUREMIX_BY_MAIN_ALPHA _TEXTUREMIX_BY_SECONDARY_ALPHA _TEXTUREMIX_MULTIPLE _TEXTUREMIX_ADDITIVE _TEXTUREMIX_BY_VERTEX_ALPHA
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _REFLECTION
#pragma shader_feature_local _RIM
#pragma shader_feature_local _EMISSION
#pragma shader_feature_local _MATCAP
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
#include "Unlit.cginc"
ENDCG
} //Pass "Unlit"
} //SubShader
Fallback "Hidden/Amazing Assets/Curved World/Fallback/Unlit"
CustomEditor "AmazingAssets.CurvedWorld.Editor.UnlitShaderGUI"
} //Shader