H_SafeExperienceDrivingSystem/U3D_DrivingSystem/Assets/Plugin/Hard Surface Pro/HardSurface Shaders/HardSurface Pro Cut Out Dif...

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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/Cut Out/Diffuse"{
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
_Metalics("Metalics",Range(0,1)) = .5
_Density("Density / Refraction", Range(0,1)) = .12
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_MainTex ("Diffuse(RGB) Alpha(A)",2D) = "White" {}
}
SubShader {
// Zprime backfaces
Pass {
Tags {"Queue" = "Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite on Cull front
colormask 0
Lighting Off
Alphatest Greater [_Cutoff]
SetTexture [_MainTex] { combine texture }
}
//// Backfaces
Tags {"Queue" = "Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
UsePass "Hidden/Hardsurface Pro Back Cut Out Diffuse/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/SSREFRACTIONCUTOUT"
// Front Faces
Tags {"Queue" = "Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
UsePass "Hidden/Hardsurface Pro Front Cut Out Diffuse/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/SSREFLECTIONCUTOUT"
}
//FallBack "Transparent/Cutout/VertexLit"
}