56 lines
1.3 KiB
Plaintext
56 lines
1.3 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 "Hidden/Hardsurface Pro Back Transparent Specular"{
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SubShader { // Shader Model 3
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// Back Faces pass
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//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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zwrite off Cull Front Ztest Lequal
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Blend SrcAlpha OneMinusSrcAlpha
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colormask RGBA
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CGPROGRAM
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#define HardsurfaceDiffuse
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#define HardsurfaceNormal
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#define HardsurfaceSpecular
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#define HardsurfaceBackface
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#define ShaderModel3
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#pragma target 3.0
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#include "HardSurfaceLighting.cginc"
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#include "HardSurface.cginc"
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#pragma surface surf BlinnPhongHardsurfaceBack
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ENDCG
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}
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SubShader { // Shader Model 2
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// Back Faces pass
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//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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zwrite off Cull Front Ztest Lequal
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Blend SrcAlpha OneMinusSrcAlpha
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colormask RGBA
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CGPROGRAM
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#define HardsurfaceDiffuse
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#define HardsurfaceNormal
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#define HardsurfaceSpecular
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//#define HardsurfaceBackface // out of arithmatic calculations 67 :(
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#include "HardSurfaceLighting.cginc"
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#include "HardSurface.cginc"
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#pragma surface surf BlinnPhongHardsurfaceBackSM2
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ENDCG
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}
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Fallback "Diffuse"
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}
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