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

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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 "Hidden/Hardsurface Pro ScreenSpace Refraction"{
//Shader Model 3
SubShader {
Pass
{
Name "SSREFRACTION"
//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite on Ztest Lequal Cull back
Blend off
colormask RGBA
CGPROGRAM
#pragma target 3.0
#define ShaderModel3
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "HardSurfaceProScreenSpaceRefraction.cginc"
ENDCG
}
Pass
{
Name "SSREFRACTIONCUTOUT"
//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite on Ztest Lequal Cull back
Blend off
colormask RGBA
CGPROGRAM
#pragma target 3.0
#define ShaderModel3
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#define HardsurfaceCutOut
#include "UnityCG.cginc"
#include "HardSurfaceProScreenSpaceRefraction.cginc"
ENDCG
}
Pass
{
Name "SSREFRACTIONBUMP"
//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite on Ztest Lequal Cull back
Blend off
colormask RGBA
CGPROGRAM
#pragma target 3.0
#define ShaderModel3
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#define HardsurfaceNormal
#include "UnityCG.cginc"
#include "HardSurfaceProScreenSpaceRefraction.cginc"
ENDCG
}
Pass
{
Name "SSREFRACTIONBUMPCUTOUT"
//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite on Ztest Lequal Cull back
Blend off
colormask RGBA
CGPROGRAM
#pragma target 3.0
#define ShaderModel3
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#define HardsurfaceNormal
#define HardsurfaceCutOut
#include "UnityCG.cginc"
#include "HardSurfaceProScreenSpaceRefraction.cginc"
ENDCG
}
}
//Shader Model 2
SubShader {
Pass
{
Name "SSREFRACTION"
//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite on Ztest Lequal Cull back
Blend off
colormask RGBA
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "HardSurfaceProScreenSpaceRefraction.cginc"
ENDCG
}
Pass
{
Name "SSREFRACTIONCUTOUT"
//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite on Ztest Lequal Cull back
Blend off
colormask RGBA
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#define HardsurfaceCutOut
#include "UnityCG.cginc"
#include "HardSurfaceProScreenSpaceRefraction.cginc"
ENDCG
}
Pass
{
Name "SSREFRACTIONBUMP"
//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite on Ztest Lequal Cull back
Blend off
colormask RGBA
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#define HardsurfaceNormal
#include "UnityCG.cginc"
#include "HardSurfaceProScreenSpaceRefraction.cginc"
ENDCG
}
Pass
{
Name "SSREFRACTIONBUMPCUTOUT"
//Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode" = "Always"}
zwrite on Ztest Lequal Cull back
Blend off
colormask RGBA
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#define HardsurfaceNormal
#define HardsurfaceCutOut
#include "UnityCG.cginc"
#include "HardSurfaceProScreenSpaceRefraction.cginc"
ENDCG
}
}
Fallback "Diffuse"
}