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

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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/Transparent"{
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
}
SubShader {
// Zprime backfaces
Pass {
Tags {"Queue"="Geometry" "IgnoreProjector"="True" "LightMode" = "Always"}
zwrite on Cull front
colormask 0
}
// Backfaces
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
UsePass "Hidden/Hardsurface Pro Back Transparent/FORWARD"
// Frontface Zprime
Pass {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "LightMode" = "Always"}
zwrite on Cull back
colormask 0
}
// Front Faces
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
UsePass "Hidden/Hardsurface Pro Front Transparent/FORWARD"
}
}