57 lines
2.0 KiB
Plaintext
57 lines
2.0 KiB
Plaintext
//Hard Surface Shader Package, Written for the Unity engine by Bruno Rime: http://www.behance.net/brunorime brunorime@gmail.com
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Shader "HardSurface/Hardsurface Pro/Draw First/Transparent Diffuse"{
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_SpecColor ("Specular Color", Color) = (1, 1, 1, 1)
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_Shininess ("Shininess", Range (0.01, 3)) = 1.5
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_Gloss("Gloss", Range (0.00, 1)) = .5
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_Reflection("Reflection", Range (0.00, 1)) = 0.5
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_Cube ("Reflection Cubemap", Cube) = "Black" { TexGen CubeReflect }
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_FrezPow("Fresnel Reflection",Range(0,2)) = .25
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_FrezFalloff("Fresnal/EdgeAlpha Falloff",Range(0,10)) = 4
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_EdgeAlpha("Edge Alpha",Range(0,1)) = 0
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_Metalics("Metalics",Range(0,1)) = .5
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_Density("Density / Refraction", Range(0,1)) = .12
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_MainTex ("Diffuse(RGB) Alpha(A)",2D) = "White" {}
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}
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SubShader {
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// Zprime backfaces
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Pass {
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Tags {"Queue"="Transparent-250" "IgnoreProjector"="True" "LightMode" = "Always"}
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zwrite on Cull front
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colormask 0
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}
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// Backfaces
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Tags {"Queue"="Transparent-250" "IgnoreProjector"="True" "RenderType"="Transparent" }
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UsePass "Hidden/Hardsurface Pro Back Transparent Diffuse/FORWARD"
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// Refraction Capture / Will self refract with capture placed here
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GrabPass {
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Tags {"LightMode" = "Always"}
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}
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// Refraction & Frontface Zprime
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Tags {"Queue"="Transparent-250" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
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UsePass "Hidden/Hardsurface Pro ScreenSpace Refraction/SSREFRACTION"
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// Front Faces
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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UsePass "Hidden/Hardsurface Pro Front Transparent Diffuse/FORWARD"
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// Reflection Capture / Will self reflect with capture placed here
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//ReflectGrab//GrabPass {
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//ReflectGrab// Tags {"LightMode" = "Always"}
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//ReflectGrab//}
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// Reflection Pass
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Tags {"Queue"="Transparent-250" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
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UsePass "Hidden/Hardsurface Pro ScreenSpace Reflection/SSREFLECTION"
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}
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}
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