H_SafeExperienceDrivingSystem/U3D_DrivingSystem/Assets/Plugin/Hard Surface Pro/HardSurface Shaders/HardSurface Pro Transparent...

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