H_SafeExperienceDrivingSystem/U3D_DrivingSystem/Assets/Plugin/Hard Surface Pro/HardSurface Shaders/HardSurfacePro Hidden Scree...

331 lines
6.6 KiB
Plaintext

//Hard Surface Shader Package, Written for the Unity engine by Bruno Rime: http://www.behance.net/brunorime brunorime@gmail.com
Shader "Hidden/Hardsurface Pro ScreenSpace Reflection"{
// ShaderModel3
SubShader {
Pass
{
Name "SSREFLECTION"
//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite off Ztest Lequal Cull back
Blend SrcAlpha OneMinusSrcAlpha
colormask RGBA
CGPROGRAM
#define ShaderModel3
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "HardSurfaceProScreenSpaceReflection.cginc"
ENDCG
}
Pass
{
Name "SSREFLECTIONBUMP"
//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite off Ztest Lequal Cull back
Blend SrcAlpha OneMinusSrcAlpha
colormask RGBA
CGPROGRAM
#define ShaderModel3
#define HardsurfaceNormal
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "HardSurfaceProScreenSpaceReflection.cginc"
ENDCG
}
Pass
{
Name "SSREFLECTIONSPECULAR"
//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite off Ztest Lequal Cull back
Blend SrcAlpha OneMinusSrcAlpha
colormask RGBA
CGPROGRAM
#define ShaderModel3
#define HardsurfaceNormal
#define HardsurfaceSpecular
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "HardSurfaceProScreenSpaceReflection.cginc"
ENDCG
}
Pass
{
Name "SSREFLECTIONCUTOUT"
//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite off Ztest Lequal Cull back
Blend SrcAlpha OneMinusSrcAlpha
colormask RGBA
CGPROGRAM
#define ShaderModel3
#define HardsurfaceCutOut
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "HardSurfaceProScreenSpaceReflection.cginc"
ENDCG
}
Pass
{
Name "SSREFLECTIONBUMPCUTOUT"
//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite off Ztest Lequal Cull back
Blend SrcAlpha OneMinusSrcAlpha
colormask RGBA
CGPROGRAM
#define ShaderModel3
#define HardsurfaceNormal
#define HardsurfaceCutOut
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "HardSurfaceProScreenSpaceReflection.cginc"
ENDCG
}
Pass
{
Name "SSREFLECTIONSPECULARCUTOUT"
//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite off Ztest Lequal Cull back
Blend SrcAlpha OneMinusSrcAlpha
colormask RGBA
CGPROGRAM
#define ShaderModel3
#define HardsurfaceNormal
#define HardsurfaceSpecular
#define HardsurfaceCutOut
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "HardSurfaceProScreenSpaceReflection.cginc"
ENDCG
}
}
// ShaderModel2
SubShader {
Pass
{
Name "SSREFLECTION"
//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite off Ztest Lequal Cull back
Blend SrcAlpha OneMinusSrcAlpha
colormask RGBA
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "HardSurfaceProScreenSpaceReflection.cginc"
ENDCG
}
Pass
{
Name "SSREFLECTIONBUMP"
//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite off Ztest Lequal Cull back
Blend SrcAlpha OneMinusSrcAlpha
colormask RGBA
CGPROGRAM
#define HardsurfaceNormal
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "HardSurfaceProScreenSpaceReflection.cginc"
ENDCG
}
Pass
{
Name "SSREFLECTIONSPECULAR"
//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite off Ztest Lequal Cull back
Blend SrcAlpha OneMinusSrcAlpha
colormask RGBA
CGPROGRAM
#define HardsurfaceNormal
#define HardsurfaceSpecular
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "HardSurfaceProScreenSpaceReflection.cginc"
ENDCG
}
Pass
{
Name "SSREFLECTIONCUTOUT"
//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite off Ztest Lequal Cull back
Blend SrcAlpha OneMinusSrcAlpha
colormask RGBA
CGPROGRAM
#define HardsurfaceCutOut
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "HardSurfaceProScreenSpaceReflection.cginc"
ENDCG
}
Pass
{
Name "SSREFLECTIONBUMPCUTOUT"
//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite off Ztest Lequal Cull back
Blend SrcAlpha OneMinusSrcAlpha
colormask RGBA
CGPROGRAM
#define HardsurfaceNormal
#define HardsurfaceCutOut
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "HardSurfaceProScreenSpaceReflection.cginc"
ENDCG
}
Pass
{
Name "SSREFLECTIONSPECULARCUTOUT"
//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite off Ztest Lequal Cull back
Blend SrcAlpha OneMinusSrcAlpha
colormask RGBA
CGPROGRAM
#define HardsurfaceNormal
#define HardsurfaceSpecular
#define HardsurfaceCutOut
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "HardSurfaceProScreenSpaceReflection.cginc"
ENDCG
}
}
Fallback "Diffuse"
}